| 1 |
Follow
me! Gain your Cha in Team points through inspirational
shouting/heroic looking blows/general bravery etc. If using Formation,
all comrades in formation gain +1 to next attack. |
| 2 |
Fierce
attack: +2 to next attack as you drive opponent back.
Opponent may go to Total Defence. |
| 3 |
Really
fierce attack: +4 to next attack as you overwhelm
opponent's feeble defence. Opponent may got to Total Defence. |
| 4 |
Crunch!
Damage opponents weapon/shield as per attack weapon fight manoeuvre.
(Can ignore this and just whack him if you like, and if already
using damage weapon do double damage). |
| 5 |
Take
That!
Add x1 damage multiplier. |
| 6 |
And
That! Add x2 damage
multiplier. |
| 7 |
Wrong
footed him: Reduce opponents initiative as per Out-manoeuvre
attack. If using Out-manoeuvre already double Initiative loss. (Can
ignore this and just whack him). |
| 8 |
Damage
armour: You cut a strap holding the enemy's armour on, he has to
make a Surprise roll and is now suffering Partial Amour 2.
Does not work on animals, re-roll. |
| 9 |
Damage
arm: Opponent suffers damage to arm, and suffers -1 to any
further combat rolls. If this exceeds 2x opponents Shock value arm
is broken or otherwise rendered useless, if 4x SV arm is severed! |
| 10 |
Damage
leg: Opponent suffers critical damage to leg. If exceeds 2x
opponents Shock Value leg is broken or otherwise rendered useless,
if 4x SV leg is severed! Half speed in any case and -1 on any combat
rolls due to difficulty moving. If leg is broken/severed, opponent
falls over. |
| 11 |
Kick
in the kilt: Make an extra brawling/unarmed combat attack
against opponent. |
| 12 |
Riposte
attack: Make extra armed attack against opponent at -2 on attack
roll. |
| 13 |
Knockback:
Make Str vs Str roll with +2 bonus, effects are as Using Strength in
Combat. |
| 14 |
Luck
of the Wargods: +1 to add to any roll in any round of this
combat only. Cannot be used to turn an ordinary hit into a critical,
but can be used to avoid fumbles. |
| 15 |
Boo!
Combat move surprises target; he must make a surprise check or lose
-4 on next attack and -2 on defence. |
| 16 |
Trip:
Target must make Dex save or fall over. |
| 17 |
Thud!
Hit target on the head: extra x2 damage, target has to make a
surprise check and if you do more than Shock Value damage he is
dazed and loses 4 initiative, -2 attack and -4 defence for rest of
fight, if 2x SV or more he is immediately knocked unconscious. |
| 18 |
Chop!
add x1 damage multiplier. |
| 19 |
Kerchop!
add x2 damage multiplier. |
| 20 |
Choice
of one of effects above. |
| 1 |
Eh?
Beg pardon sarge? If using Team points you cause the loss of
1d10 due to forgetting the plan, lose all benefits of Formation
fight manoeuvre for self and all others in formation. If not using
such team tactics, treat as 3 below. |
| 2 |
Inept
attack: -1 on next attack and next defence: Can move to Total
Defence strategy |
| 3 |
Poor
attack: -2 on next attack and next defence: Can move to Total
Defence strategy |
| 4 |
Clumsy
attack: -3 on next attack and next defence: Can move to Total
Defence strategy |
| 5 |
Rubbish
attack: -4 on next attack and next defence: Can move to Total
Defence strategy |
| 6 |
Dire
attack: opponent gets to immediately counterattack - can defend,
but remember -2 for each defence after first |
| 7 |
Damage
weapon: Opponent gets to use Attack Weapon on you for free. if
in unarmed combat, take damage to fighting limb and see Damage
arm/leg above. |
| 8 |
Badly
damage weapon: Opponent gets to use Attack Weapon on you for
free, with additional x2 to damage. If using unarmed combat, take
damage to fighting limb and see Damage arm/leg above. |
| 9 |
Stumble:
Lose 4 initiative next turn and -2 defence; if opponent makes a Dex
save he can immediately get a free attack; if opponent is using Str
in combat he knocks you over. |
| 10 |
Twist
ankle: Save vs surprise or lose 4 initiative next turn, plus
take 1d10 damage to leg, lose half speed: if opponent makes a Dex
save he can immediately get a free attack. |
| 11 |
Sprain
wrist: Save vs surprise or lose 4 initiative next turn, plus
take 1d10 damage to arm, -1 attack and - 1 to damage multiplier
until healed. |
| 12 |
Wheredigo?
Distracted in combat, make a surprise saving roll, if fail -4 attack
and -2 defence. |
| 13 |
Fall
over! Make surprise roll, and suffer -4 attack until can get up
again. |
| 14 |
Drop
weapon/shield: Can recover it later if you live, counts as a
normal miss if using unarmed combat, do not re-roll. |
| 15 |
Stab
yourself: Take 1-3 damage x weapon multiplier. |
| 16 |
Armour
comes loose! Make surprise roll, now suffering Partial Armour 2 |
| 17 |
Throw
self in front of weapon: Your dodge/parry was so poor you add x2
to your opponents damage multiplier on his next hit. |
| 18 |
Accidentally
hit a comrade: -1 respect points, even if it is an accident.
Resolve as a normal attack, but comrade must make a surprise roll or
suffer -2 to his defence; also lose 2d10 team points - nothing
disrupts teamwork like friendly fire. |
| 19 |
Curse of the Wargods:
-1 to any roll in the next round, but at least you get to choose
which. Cannot cause another fumble, but can lose a critical. |
| 20 |
Mis-step: Lose next
1d3 attacks while reorient yourself. Cannot go to Total Defence. |