Song of Ice and Fire Roleplaying Combat Cheatsheet V2

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The document outlines various combat maneuvers and their effects that provide tactical advantages, disadvantages to opponents, and different outcomes of battles.

Maneuvers like Charge, Aim, Dodge Roll, and Counterattack can provide benefits like increased damage or reduced penalties to the user. Meanwhile, maneuvers like Distract and Disarm try to hinder the opponent.

Being defeated can result in capture, joining the Night's Watch, unconsciousness, or lasting injuries/penalties through conditions like Crippled, Flaws, or Ransom.

Combat

Cheet Sheet for SIFRP (including houserules) By: DrixDZanth


Manuever Name
Offensive Basic Attack
*Denotes Reckless Attack
Houserule Charge
Cautious Attack*
Divided attack
Two-Weapon Attack
Combined Attack
Knockout
Attack Weapon
Strategic

Knockdown*
Distract
Disarm
Maneuver
Counterattack
Aim
Battlefield Tactics

Movement Basic Movement


/Defensive Sprint
Dodge
Stand Up/Fall Down
Other
Assist
Catch Your Breath
Interact
Use Ability
Pass
Brawling Grab
Grabbing (Attacker)
Grabbing (Defender)
Break Grab (Defender)*
Pin (Attacker)*
Break Pin (Defender)*
Mounted Ride
Combat
Attack from Mount
Trample
Pull from Mount
Attacking Mount
Your Steed Dies
Impaling
Rules

Impale
Impaled (Defender)
Yank Free (Attacker)
Yank Free (Defender)
Yank Free (Assistant)
Pin (Attacker)

Maneuver Description
Requirements/Special
Greater(G)/Lesser(L)
Fighting/Marksmanship + Bonuses vs Combat Defense
None
L
Add +1D to Fighting. -5 to Combat Defense
None
G
Move up to 2xMovement; then Fighting -1D but +2 to weapon damage
None
G
Subtract -1D to Fighting, +5 Combat Defense
None
G
Divide Fighting and Bonus dice vs multiple opponents at your discretion.
Facing multiple opponents
G
Add Off-Hand Damage to this attack. Lose weapon's Def. bonus.
Weapon has Off-Hand quality
G
Two-Weapon + Divided. Add Off-Hand damage to each divided attack
Facing Multiple opponents and weapon has Off-Hand quality
G
Athletics/Fighting (whichever is higher) vs. (Endurance)x4. Success=Stun, (-5) to Combat Req. Range 0 OR opponent unaware. Formidable (12) Endurance (+Resilience) test to shake L
Defence. 2 degrees success = Unconscious. .
stun or wake up. Otherwise loses stun in 1d6 rounds or wakes 1d6 minutes
Normal attack vs (whichever higher) Combat Defense or Weapon TN. Each success
Weapon TN: 9-Poor,18-Common,21-Castle-Forged,Valyrian-Impossible.
L
reduces difficulty by 5/degree. Success vs (0)=Broken.
Athletics vs Passive Agility/Athletics (Whichever is higher).
Knockdown + Move to add +2 to result. +1D vs downed opponents.
L
Cunning vs Passive Will. Success= Opponent loses Awareness from CD
Be cunning.
L
Fighting vs Passive Fighting +5. Critical fail= you disarm yourself
If you have free hand+ Fighting 4, catch weapon. Otherwise falls 1d6 yds.
G
Fighting vs Passive Fighting. Opponent is -1D on all tests and moves 1 yd.
Opponent can make routine (6) awareness test to avoid lethal move.
L
End turn. Resolve basic attack to interrupt/cancel enemy attack.
Set for Charge: If the opponent charges you, add +2 to weapon damage.
G
Add +1B to next Fighting/Marksmanship text.
L
Roll Warfare (+Tactics) vs TN 9 to grant +1B/degree on ally's initiative test. Multiple
Replaces initiative roll. This moves character to bottom of initiative.
N/A
bonus die can be split as you please.
Move up to movement rating. Can do this twice in a round.
Movement = 4 (+1/2B in Run) (-1/2 points of bulk, rounded down) [min=1]
L
Sprint (4xMove - Bulk) yards.
Attacks vs you suffer -1D. [min sprint=4]
G
Roll Agility (+Dodge) test. This (+Defensive weapons) replaces CD.
You may also move half your movement in addition if you choose.
G
Standing from Prone.
If your AV is 6 or greater this action is greater.
L
Add +X. X= half the rank in your ability rounded down.
Counts as your attack if you assist Fighting/Marksmanship
G
Endurance vs TN 0. Each degree of success restores 1 HP.
G
Picking something up, drawing a weapon, opening a door, etc.
Drawing a weapon while moving = -1D on attacks following round
L
Picking locks, looking for an exit, catching a swinging rope, etc.
Varies
Forfeit action. Gain +2B on next test.
This action is not cumulative
G
Fighting exceeds Passive athletics, you may grab.
Weapon has Grab quality. Reach 0.
L
You may only attack with Grab, Pin, or Off Hand weapon. Cannot move.
Grabbed opponent's combat defense is reduced by -5
N/A
Can not move. May only attack with Brawl or Shortblades.
N/A
Opposed Fighting/Athletics vs Fighting/Athletics (highest)
Brawl and Strength apply
L
Opposed Fighting/Athletics vs Fighting/Athletics (highest) (+Brawl/Str)
Pinned opponents= Lose Agility from CD. Attacker gains +1D to fighting.
G
Opposed Fighting/Athletics vs Fighting/Athletics (highest) (+Brawl/Str)
This is the only action you can take if you are pinned
G
Automatic if trained. Greater action if not wartrained or injured.
Ride test vs unwilling mount's passive will.
Varies
Use Mount's Movement. +1B Fighting against non-mounted.
If mount didn't move, add +2 damage to swing.
N/A
Roll Animal Handling (+Ride) instead of fighting. Additional people trampled get
Mount moves up to speed. Deals damage equal to horse athletics score.
G
cumulative +5 to defense (e.g 3rd person has +10 defense)
Fighting vs Passive Animal Handling. Success counts as knockdown.
Requires Grab quality or Polearm.
G
Spend Destiny point to give steed injury or wound, per normal rules.
This is considered highly dishonorable to deliberately do.
Varies
Formidable (12) Animal Handling Test. Succeed and land 1 yard away. Fail and you are trapped beneath. Take damage = Steed Athletics (ignoring AR). You are considered helpless (-5 N/A
defense, +1D tests against you). Athletics/Agility (+ Str/Contortion) vs TN 9 to free yourself as a greater action.
On 3deg of success, roll Athletics vs TN 9. Fail, you are disarmed. Succeed and you impale. You cannot atatck with the weapon.
N/A
When you are impaled you cannot move
N/A
Roll athletics vs 3+Armor Rating. Deal weapon damage for each additional degree of
Opponent is impaled. Failure of this test, opponent remains impaled.
L
success.
Athletics test vs TN 9. Removing inflicts 1 injury (or wound if max injury)
You are impaled.
G
Healing test vs TN 12. Fail inflicts 1 damage/5 points of failure.
Your buddy is impaled
G
Athletics (+Str) vs Passive Endurance (+Resilience) to Pin.
Opponent is impaled first. Opponent is helpless (-5 CD, +1D tests against)
G

Combat Flow
Step 1: Battlefield Features
Cover
Bystander Cover
Objects
Lightning: Well Lit
Lighting: Shadowy
Lighting: Dark
Trecherous Terrain
Higher Ground
Step 2: Detection
Hide
Step 3: Initiative
Step 4: Action

Step 5: Resolve Defeat*


1
2

*Denotes House rule


Destiny Point Effect
Describe the general battlefield features. Some important features are described below Spend destiny point to move over obstacles effortlessly, not impeding movement.
Add+5 bonus to combat defense when behind cover. +10 as greater action (crouching) Spend destiny point to increase cover bonus by +5
Add +5 to defense. Missed attacks kill the bystander instead (and eliminate the cover) Spend destiny point to re-direct attack to bystander
Up to narrative, but will be a myriad of objects appropriate to setitng, per the GM
Spend destiny point to find an item you need (shield, sword, rope etc)
No penalty
Subract -1D to Agility, Athletics, Awareness, Fighting, Theivery. -2D Marksmanship
Spend destiny pt. to slip away and hide (stealth check) or remove negative effects for 3 rd.*
Double penalties of shadowy terrain. Terrain becomes trecherous (move costs doubled) Spend destiny to blind those when ignighting a light source (they receive no benefit from lit)
Movement costs doubled
Can ignore terrain for 3 rounds*
Posessing higher ground adds +1B to Fighting and Marksmanship* attacks
Skip unless one or more combatant attempts to hide.
Roll Stealth vs Opponent's Passive Awareness (if characters are unaware) or Awareness test (if actively searching). Surprise grants +1D to marksmanship/fighting test for first round.
Roll Agility (+Quickness). Break ties with highest quickness or (if equal) roll-off.
(Repeat this step prior to each round of fighting)
Choose action from list of actions and resolve in initiative order
(Return to Step 3 until defeat or fighting stops)
Characters can mitigate damage the following two ways:
Injury: Reduce damage = Endurance Rank
Suffer -1 to all tests. Max injury = Endurance. Additional Injuries count as wounds.
Wound: Reduce damage = Endurance Rank x 4*
Suffer -1D to all tests. Max wounds = Endurance. If wounds exceed, you are defeated
Victor can choose the following fates or roll 1d6 and consult chart:
Effect
Killed
The wounds you sustained were too significant to survive. Your character perishes
Maimed
Roll 1d6. 1-3: Lose a hand/arm. You cannot wield 2-handed weapons. -2D on tasks requiring
2 hands. 4-6: Lose a leg below the knee. Halve movement. -1D to all Athletic tests.
Your face is reduced to a gurgling mess. You'll recover, but look hideous. You must re-roll all
6's on persuasion tests.
Your opponent has hamstrung you. The tendons will never heal the same. -2 movement
Crippled
(minimum of 1)
Your opponent left you for dead. You'll recover, but a soft tissue injury will forever hamper
Flaw (Marksmanship or Fighting) -1D
your fighting ability. It'll never be the same.
Roll 1d6. 1-2: Your nerves have deadened slightly in a limb. -1D to Agility. 3-4: An infection
sets in to your wounds. Your body never quite recovers. -1D to Endurance. 5-6: Your retina
Flaw (Agility, Endurance, Awareness) -1D
is knocked out, you suffer from tinnitus, or some other malady. -1D Awareness.
If the final blow was made from a non-lethal weapon (Fist/Shield) the victor can choose (or roll 1d6):
Ransom
You are captured. Your posessions and status can be stripped.
Take the Black
Your opponent demands you join the Night's Watch, often at the edge of his sword.
Unconcious
You are knocked unconcious and presumed dead. 2d6 hours later, you wake.
Roll on original chart
Despite the attempt at leniencey, your wounds are too grave.

Marked

4
5

6
1,2
3
4,5
6
Critical Hits
1
2
3
4
5
6
7
8

If combat test roll is 2x combat defense or better, count 6's and consult following table
Add +2 to base weapon damage
Add +4 to base weapon damage OR free knockdown*
Add +2 to damage AND 1 wound OR free disarm*
Add +4 to base weapon damage AND roll on "defeat" table*
Add +4 to base weapon damage AND 1 wound AND roll on table*
Enemy Dies*
Enemy Dies and you gain 1 Glory for your spectacular defeat of him*
Enemy Dies and you gain 2 Glory for your spectacular defeat* (who rolls 8 dice?)

Fumbles**
1-3
4
5
6
7
8
9
10+

Fatigue

Destiny Point (Spend)

Destiny Point (Burn)

Reach
Class
Axe
Blunt
Brawling
Fencing
Long Blade
Warhammer
Pole-arm
Spear

If your test FAILS (not rolling all 1's, but FAILS) roll 1d6+Number of 1's rolled
Nothing happens.
You leave yourself open to attack, stumbling forward. -3 to combat defense next round.
You injure an ally if adjacent (Fighting) or in visible range (Marksmanship). If this isn't
applicable, damage yourself.
Drop Weapon 1d6 yards away from yourself as it slips from your grasp
Minor break: -1 damage. Castle-forged or better are dropped instead.
Major break: Weapon useless. Castle-forged or better suffer minor break instead
Slippery grip: -1D on Fighting/Marksmanship tests next round
Overbalanced: You leave a major opening to attack. -5 to combat defense next round
Fatigue and Destiny Points in Combat
Effect
Can take Fatigue = Endurance for the following benefit (choose one):
Ignore Armor Penalty
Ignore 1 wound
Ignore all injuries
Gain lesser action
Can spend Destiny Point for following benefit:
Gain +1B
Remove -1D
Bestow -1D on opponent
Change +1B to +1D
Ignore Armor Penatly for 1 Round
Ignore many terrain effects (see combat flow chart)
Gain lesser action
Can burn a Destiny point for following benefit:
Remove all Damage and Injuries (Wounds Remain)
Avoid Certain Death (You are presumed dead until the Narrative is appropriate)
Decide how you are defeated (or, if you feel lucky, roll for yourself)
Transform a successful attack into a failure
Automatically succeed a task (only one degree of success)
Convert all +B to +D
Add +5 to test result
Permanently remove penalties associated with negative quality.

Penalty
Suffer -1 to all tests while fatigued. Fatigue resolves per hour of rest*

Destiny points aren't regained until you achieve some fantastic goal or resolve the current
chronicle.

In my opinion, burning these other than to for the first few effects is a waste. 50xp a pop.

General rules: Max range is Reach+1 (-1D). Attacking Reach-2 confers -1D penalty*. If you start in optimum reach and move 1yd, opponent rolls Fight vs Fight* if he wins, free attack
Weapon
Reach
Longaxe
2
Mattock, Woodsman's Axe
1
Maul, Ball & Chail, Warhammer
1
Flail
2
Whip
3
Braavosi Blade
1
Greatsword
2
Arakh, Longsword, Bastard Sword
1
Halberd, Pollax
3
Peasant Tool
1
Pike
6
Tourney Lance
4
War Lance, Spear, Boar Spear
3
Trident, Frog Spear
2
All other weapons have 0 reach.

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