Song of Ice and Fire Roleplaying Combat Cheatsheet V2
Song of Ice and Fire Roleplaying Combat Cheatsheet V2
Song of Ice and Fire Roleplaying Combat Cheatsheet V2
Knockdown*
Distract
Disarm
Maneuver
Counterattack
Aim
Battlefield
Tactics
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
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
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.