Enemies would each have a large card displaying that enemy types skills and possible special actions.
The GM would have a couple of separate dials to track the Momentum of enemy groups, which allows enemies to simply have their own simple cards
Note that almost all of this (or maybe all!) is exactly as SW: EotE
Roll 1d100 on the career chart for your chosen race.
Using chart from WFRP 2nd Edition ‘Career Compendium’ and just creating careers as they come up.
Dwarfs begin with 200 XP
Dwarfs roll 1D10 for starting Fate Points:
1-4: 1 Fate Point
5-7: 2 Fate Points
8-10: 3 Fate Points
Dwarfs begin with a Wound Threshold equal to 11 + Brawn
Elves begin with 200 XP
Elves roll 1D10 for starting Fate Points:
1-4: 1 Fate Point
5-10: 2 Fate Points
Elves begin with a Wound Threshold equal to 9 + Brawn
Humans begin with 2 ranks in all characteristics.
Humans start with 220 XP
Humans roll 1D10 for starting Fate Points:
1-4: 2 Fate Point
5-10: 3 Fate Points
Humans begin with a Wound Threshold equal to 10 + Brawn
3 random talents from the following list (add 1 rank or re-roll unranked talents):
Note: Number in parentheses is number of careers that have this talent.
Fate Points can be used to prevent a character from dying. The GM and player should figure out a narrative way for the character to survive the encounter, and not just delay the inevitable.
Spent Fate Points are permanently lost and thus the characters daily Fortune Point allotment is also reduced by 1.
An Initiative check is a Vigilance check that determines the order in which characters will act in an encounter. Characters on a given side of an encounter who have consecutive actions may act freely in any order and this order can change every turn.
Using SW: EotE system except Weapon Skill is used for melee attacks and Ballistic Skill is used for ranged attacks.
Using SW: EotE system
Using SW: EotE system
Additionally:
141-150: The End is Nigh: The target will die at the end of the initiative order of the next turn.
151+: Target is dead.
Characters gain insanity points in the following ways:
Using WFRP 2nd edition currencies
1 Gold Crown = 20 Silver Shillings = 240 Brass Pennies
1 Silver Shillings = 12 Brass Pennies
Using SW: EotE rules (p.150-151)
Using WFRP 2nd edition prices
0-1: Simple (-)
2-3: Easy (1 DIFFICULTY DIE)
4-5: Average (2 DIFFICULTY DICE)
6-7: Hard (3 DIFFICULTY DICE)
8-9: Daunting (4 DIFFICULTY DICE)
10: Formidable (5 DIFFICULTY DICE)
Using SW: EotE rules (p.152-153)
(starts at 11 due to having a minimum of +10 due to rolled threats)
Order:
Power:
Difficulty:
Range:
Effect: combat effects need damage and crit
01-00: Scribe
Intelligence (3)
Presence (3)
Brawn (4)
Special: Initiates must select a religious order which they follow from this list: Manann, Morr, Myrmidion, Ranald, Shallyan, Sigmar, Taal & Rhya, Ulric, Verena.
Will (4)
Special: This career has the following skills and talents based on the order of the initiate:
Weapon Skill (3)
Brawn (3)
Weapon Skill (4) OR Ballistic Skill (4)
Brawn (3)
Brawn (4)
Presence (4)
Brawn (3)
Intelligence (3)
Willpower (3)
Agility (3)
Cunning (3)
Brawn (3)
Presence (3)
Trappings:
Type: General
Cost: 10 x New Skill Level
Stat: Agility
Level: Basic
Description:
Type: General
Cost: 10 x new skill level
Stat: Cunning, Agility, Intelligence
Level: Advanced
Description: Skulduggery encompasses lock picking, sleight of hand, disguise, setting traps, and general mischief. Cunning should be used primarily, though agility can be used for actions needing more dexterity and traps tend to use intelligence.
Type: General
Categories: Armourer (10), Artist (5), Bowyer (10), Brewer (5), Calligrapher (5), Carpenter (10), Cartographer (5), Cook (5), Gem Cutter (5), Goldsmith (5), Gunsmith (10), Herbalist (10), Merchant (5), Shipwright (5), Stoneworker (5), Tailor (10), Tanner (10), Weaponsmith (10)
Cost: 5 OR 10 x new skill level (see category)
Stat: Intelligence or Cunning (Characters choice)
Level: Advanced
Description:
Note: Values in brackets after categories are XP cost for that Trade.
Type: Combat
Cost: 10 x new skill level
Stat: Ballistic Skill
Level: Basic
Description: Used when making Ballistic Skill checks with weapons with the Bow type.
Special: Attacks checks against targets that are engaged with the attacker increase the difficulty by 2.
Type: Combat
Cost: 10 x new skill level
Stat: Ballistic Skill
Level: Basic
Description: Used when making Ballistic Skill checks with weapons with the Crossbow type.
Special: Attacks checks against targets that are engaged with the attacker increase the difficulty by 1.
Type: Combat
Cost: 10 x new skill level
Stat: Weapon Skill
Level: Basic
Description: Used when making Weapon Skill checks with weapons with the Fencing Weapon type.
Type: Combat
Cost: 10 x new skill level
Stat: Weapon Skill
Level: Basic
Description: Used when making Weapon Skill checks with weapons with the Hand Weapon type.
Type: Combat
Cost: 5 x new skill level
Stat: Weapon Skill
Level: Basic
Description: Used when making Weapon Skill checks with weapons with the Improvised (Melee) type.
Note: Improvised (Melee) attacks are attacks made with anything that could be used as a melee weapon, but isn’t specifically made for that purpose, like a shovel or a pan.
Type: Combat
Cost: 10 x new skill level
Stat: Ballistic Skill
Level: Basic
Description: Used when making Ballistic Skill checks with weapons with the Improvised (Ranged) type.
Special: Attacks checks against targets that are engaged with the attacker increase the difficulty by 1.
Note: Improvised (Ranged) attacks are attacks made with anything that could be thrown as a ranged weapon, but isn’t specifically made for that purpose, like a rock or a pan.
Type: Combat
Cost: 10 x new skill level
Stat: Ballistic Skill
Level: Basic
Description: Used when making Ballistic Skill checks with weapons with the Pistol type.
Type: Combat
Cost: 10 x new skill level
Stat: Ballistic Skill
Level: Basic
Description: Used when making Ballistic Skill checks with weapons with the Rifle type.
Special: Attacks checks against targets that are engaged with the attacker increase the difficulty by 2.
Type: Combat
Cost: 10 x new skill level
Stat: Weapon Skill
Level: Basic
Description: Used when making Weapon Skill checks with weapons with the Shield type.
Type: Combat
Cost: 10 x new skill level
Stat: Weapon Skill
Level: Basic
Description: Used when making Weapon Skill checks with weapons with the Two-Handed Weapon type.
Type: Combat
Cost: 10 x new skill level
Stat: Weapon Skill
Level: Basic
Description: Used when making Weapon Skill checks with weapons with the Unarmed type.
Type: Magic
Categories: Bright, Light, Gold, Jade, Celestial, Grey, Amethyst, Amber, High
Cost: 10 x new skill level
Stat: Intelligence
Level: Advanced
Description: This skill is used to cast spells in the appropriate category. See the Magic section for details.
Special: Ranks in this skill can only be taken as an in career skill. Further note that this means that a character can add a rank to this skill at most once per career.
Cost: 15
Activation: Passive
Ranked: No
Description: The character adds 1 less DIFFICULTY DIE to the pool when making a two-weapon combat check. This means if both weapons are the same type they add no DIFFICULTY DICE and if they are different they add 1 DIFFICULTY DIE.
Cost: 10
Activation: Passive
Ranked: Yes (2)
Description: Character adds 1 to their soak value if they are wearing armour.
Special: With 2 ranks in this talent, the character adds an additional 1 to their armour value while wearing armour with a soak value of 2 or higher.
Cost: 10
Activation: Active (Maneuver)
Ranked: Yes (4)
Description: Characters with at least 1 rank in this talent can use the Channelling maneuver. See the Magic section for details.
Special: Ranks in this talent can only be taken as an in career talent. Further note that this means that a character can take ranks in this talent at most once per career.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: Remove 1 SETBACK DIE per rank in Charming Demeanour on all Charm and Leadership checks.
Cost: 10
Activation: Passive
Ranked: No
Description: Select one combat skill. The character may add their ranks in that skill to the damage of one hit of a successful attack made with that skill.
Categories: Bows, Crossbows, Hand Weapons, Improvised (Melee), Improvised (Ranged), Pistols, Rifles, Shields, Two-Handed Weapons, Unarmed.
Cost: 10
Activation: Active (Maneuver)
Ranked: Yes (3)
Description: Once per round the character may make a Defensive Stance maneuver and suffer an amount of strain no greater than their ranks in this talent. Until the start of the characters next turn, all melee attacks against them upgrade the difficulty of the check by 1 per point of strain suffered.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: This character only needs to spend 2 ADVANTAGES to disarm an opponent rather than 3.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: After hitting with a successful melee attack, the character can spend 2 ADVANTAGES to disorient their foe for a number of rounds equal to the characters rank in this talent.
Cost: 10
Activation: Active (Incidental, Out of Turn)
Ranked: Yes (3)
Description: After being selected as a target for a melee or ranged attack, the character can immediately perform a Dodge incidental and suffer a number of strain up to the ranks they have in this talent. The attack must upgrade the difficulty of the combat check by this amount.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: The character may choose to reduce the result of a Critical Injury against them by 10 per rank in this talent, to a minimum of 1.
Cost: 10
Activation: Passive
Ranked: No
Description: Character upgrades once their check with the following skills: Trade (Armourer), Trade (Brewer), Trade (Gem Cutter), Trade (Gunsmith), Trade (Stoneworker), Trade (Weaponsmith)
Special: This talent cannot be purchased as a non-career skill.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: Character adds +1 to their soak value per rank of Enduring.
Cost: 5
Activation: Passive
Ranked: Yes (3)
Categories: High Society, Urban, Country, Racial, Military
Description: You upgrade the dice pool one time per rank when using social skills in the appropriate environment. You are also generally aware of social expectations in the chosen environment.
Cost: 5
Activation: Passive
Ranked: Yes (3)
Description: Remove 1 SETBACK DIE to all Follow (Urban) and Follow (Wilderness) checks. The time for these checks is reduced by 50%, though this is not affected by ranks.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: Reduce the difficulty of all Fear tests by 1 per rank of this talent. Reduce the difficulty of all Terror tests by 1 less than the ranks of this talent, so 2 ranks are needed to reduce Terror check difficulty by 1. If this reduces the difficulty to 0 or less, the character does not need to take the test.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: Add 1 BOOST DIE per rank of this talent to all Athletics checks that involve running.
Cost: 5
Activation: Passive
Ranked: No
Description: Remove up to 2 SETBACK DICE from all checks to find food, water, or shelter in the wild. Wilderness Survival checks take half the time.
Cost: 10
Activation: Active (Incidental)
Description: When making a melee attack, the character can suffer a number of strain up to their ranks in this talent to upgrade the combat check by this amount.
Cost: 10
Activation: Passive
Ranked: Yes (5)
Description: Character permanently adds +1 to their strain threshold.
Cost: 10
Activation: Passive
Ranked: No
Description: You despise Goblinoids and add 1 BOOST DIE to all melee attacks against Orcs, Goblins, and Hobgoblins.
Special: This talent cannot be purchased as a non-career skill.
Cost: 10
Activation: Active (Action)
Ranked: Yes (4)
Description: The character may perform the Hard Headed action. If the character is staggered or disoriented this character may make a Hard Headed action (regardless of the effect of the staggered condition). They make a Daunting (4 DIFFICULTY DICE) Discipline check, and if they are successful they are no longer staggered or disoriented. The difficulty of the test decreases by 1 per additional rank of this talent.
Cost: 10
Activation: Active (Action)
Ranked: No
Description: The character may use their Hard Headed action to recover from being incapacitated due to exceeding their strain threshold. The turn after becoming incapacitated they may use their Hard Headed action (despite being barred from taking actions) to make a Formidable (5 DIFFICULTY DICE) check and if successful they decrease their strain to one below their strain threshold. The difficulty decreases by 1 per rank of the Hard Headed talent.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: The character adds 1 BOOST DIE per rank of Hunter to all skill checks when interacting with wild beasts and animals, including combat checks. Also, add +10 to all Critical Injury rolls against animals per rank of Hunter.
Cost: 10
Activation: Active (Maneuver)
Ranked: No
Description: Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once.
Cost: 10
Activation: Active (Incidental, Out of Turn)
Ranked: No
Description: The character can spend 1 Fortune Point to recover strain equal to their Presence rating.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per round on the characters turn, they can stand up from prone or a seated position as an Incidental.
Cost: 10
Activation: Passive
Ranked: No
Description: After hitting with a melee attack, this character may spend a TRIUMPH to knock the target prone. For every silhouette larger the target is it costs an additional TRIUMPH to use this ability.
Cost: 5
Activation: Passive
Ranked: Yes
Categories: All Knowledge skills
Description: The character may spend TRIUMPH to gain successes equal to their ranks in this talent when making Knowledge skill check with the chosen Knowledge skill.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: The character adds +10 to all Critical Injury rolls against opponents per rank in Lethal Blows.
Cost: 5
Activation: Passive
Ranked: Yes (3)
Description: Remove 1 SETBACK DIE from any attempt to pick a lock per rank of this talent.
Cost: 15
Activation: Passive
Ranked: No
Description: Character gains 1 Fortune Point per day. Note that this does not increase their Fate Points.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per round, the character may suffer 2 strain to decrease their next Medical Care check by 1 to a minimum of Easy (1 DIFFICULTY DIE).
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Before making a check to buy or sell an item, the character may suffer 2 strain. If they do so and the check succeeds, the item costs 25% less or they sell it for 25% more.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: The character may suffer 2 strain before making a Stealth of Skulduggery check to reduce the difficulty by 1 to a minimum of Easy (1 DIFFICULTY DIE).
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may re-roll any one Weapon Skill check.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may re-roll any one Charm or Deception check.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may re-roll any one Medical Care check.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may re-roll any one Coercion check.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may re-roll any one Perception or Vigilance check.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may re-roll any one Ballistic Skill check.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may re-roll any one Resilience or Survival (Wilderness) check.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may re-roll any one Evaluate or Negotiation check.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may re-roll any one Skulduggery or Stealth check.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may re-roll any one Knowledge skill check.
Cost: 10
Activation: Passive
Ranked: No
Description: Can see normally in natural darkness up to Medium Range, but not total darkness. Equivalent of starlight needed.
Special: This talent cannot be purchased as a non-career skill.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: Remove 1 SETBACK DIE from all Coercion and Deception checks the character makes.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: The character adds one damage per rank of Point Blank to all Ballistic Skill checks while at short range or engaged with the target.
Cost: 10
Activation: Passive
Ranked: Yes (5)
Description: Characters deals +1 damage per rank of this talent to melee attacks.
Cost: 10
Activation: Active (Maneuver)
Ranked: Yes (3)
Description: Once per round on the character’s turn before a combat check, the character may perform a Precise Aim maneuver and suffer strain up to their ranks in this talent to decrease the target’s defence (ranged and melee) by one per strain suffered.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: This talent allows a character to reduce the time to draw or holster a weapon or item that would normally take a maneuver to an incidental. Weapons and items that would take longer have their time to holster or draw reduced by one maneuver.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per round the character may mount or dismount as an incidental rather than using a maneuver.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: When performing a combat check during combat, the character adds 1 BOOST DIE per rank of Quick Strike to any attacks against targets that have not acted yet in that combat.
Cost: 10
Activation: Active (Incidental, Out of Turn)
Ranked: Yes (3)
Description: The character may suffer a number of strain up to their ranks in this talent to add that many successes to an Initiative check.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: When a character recovers strain after an encounter, they recover 1 additional strain per rank in Rapid Recovery.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: Reduce the rating of the Prepare quality of any weapons used by this character by 1 per rank of this talent, to a minimum of 0.
Cost: 5
Activation: Passive
Ranked: Yes (2)
Description: You can read and write in the all languages that you can speak passably well.
SPECIAL: A second rank in this talent allows you to read and write in all languages you speak well enough to understand complex works.
Cost: 5
Activation: Passive
Ranked: Yes (3)
Description: Add 1 BOOST DIE to all rolls to resist or recover from the effects of disease. Also reduce the duration of such effects by one round per rank of this talent, to a minimum of 1.
Cost: 5
Activation: Passive
Ranked: Yes (3)
Description: Add 1 BOOST DIE to all rolls to resist the effects of magical spells and abilities.
Cost: 5
Activation: Passive
Ranked: Yes (3)
Description: Add 1 BOOST DIE to all rolls to resist or recover from the effects of poisons, venoms, or other toxins. Also reduce the duration of such effects by one round per rank of this talent, to a minimum of 1.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: Whenever the character suffers strain they reduce the amount they take by their ranks in Resolve to a minimum of 1. This does not apply to strain voluntarily suffered.
Cost: 10
Activation: Active (Incidental)
Ranked: Yes (3)
Description: Once per encounter, the character can use Second Wind incidental to recover an amount of strain equal to their ranks in this talent.
Cost: 5
Activation: Passive
Ranked: No
Categories: Various
Description: You can speak and understand the chosen secret language. Secret languages are generally simple and one selection of this talent is enough to understand and speak the language.
Cost: 5
Activation: Passive
Ranked: No
Categories: Various
Description: You understand the secret symbols and signs of the chosen secret society.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may remove 2 SETBACK DICE from any one skill check.
Cost: 10
Activation: Active (Maneuver)
Ranked: Yes (3)
Description: Once per round, the character may perform the Side Step maneuver and suffer an amount of strain no greater than their ranks in this talent. Until the start of the characters next turn, upgrade the difficulty of all ranged attacks against them by the amount of strain suffered.
Cost: 10
Activation: Active (Incidental)
Ranked: Yes (3)
Description: When making checks with Charm, Coercion, Negotiation, or Deception, the character my spend TRIUMPH to add a number of successes equal to their ranks in Smooth Talker.
Cost: 10
Activation: Active (Maneuver)
Ranked: Yes (3)
Description: Once per round before making a ranged attack (except for Improvised (Ranged) or Thrown Weapon attacks), the character can make a Sniper Shot maneuver to increase the maximum range of their weapon by 1 range band per rank. For each band beyond the normal maximum range of the weapon, the difficulty of the check is increased by 1.
Cost: 5
Activation: Passive
Ranked: No
Categories: Breton, Classical, Dwarfish, Elvish, Kislev, Reikspiel, Tilean, etc
Description: You can speak and understand the chosen language.
Cost: 10
Activation: Active (Action)
Ranked: No
Description: Once per game session, the character can take a Spontaneous Engineering action to perform a Hard (3 DIFFICULTY DICE) Craft (Engineering) check to build a contraption to solve a problem, with final say up to the GM.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: The character adds 1 BOOST DIE per rank of Stalker to all Coordination and Stealth checks.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: The character adds 1 BOOST DIE per rank of Stout-Hearted to all Discipline checks to resist Fear and Terror as well as to resist Coercion.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character can choose to make a skill check using Intelligence rather than the normal characteristic. The player must explain how they are using their intelligence to overcome the problem.
Cost: 10
Activation: Passive
Ranked: No
Description: The character can treat thrown weapons as if they had one step greater range, to a maximum of medium range.
Activation: Active (Incidental)
Cost: 10
Ranked: Yes (2)
Description: When making Weapon Skill checks, the character can choose to deal damage as strain instead of wounds, though this does not ignore soak.
Special: With 2 ranks in this talent, when dealing strain damage with Weapon Skill checks, the character may spend TRIUMPH to stagger their target for one round per TRIUMPH spent.
Cost: 10
Activation: Passive
Ranked: No
Description: Worn armour counts as having encumbrance 0 for this character.
Special: This talent cannot be purchased as a non-career skill.
Cost: 5
Activation: Passive
Ranked: No
Description: This character adds 1 BOOST DIE to any Perception or Vigilance check involving sound.
Cost: 5
Activation: Passive
Ranked: No
Description: This character adds 1 BOOST DIE to any Perception or Vigilance check involving smell.
Cost: 5
Activation: Passive
Ranked: No
Description: This character adds 1 BOOST DIE to any Perception or Vigilance check involving sight.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: When this character makes Medical Care checks to help a character heal wounds, the target heals one additional wound per rank of Surgeon.
Cost: 10
Activation: Active (Incidental)
Ranked: No
Description: Once per game session, the character may add 2 BOOST DICE to any one skill check.
Cost: 10
Activation: Passive
Ranked: Yes (4)
Description: The character increases their wound threshold by 2 per rank of Toughened.
Cost: 20
Activation: Active (Maneuver)
Ranked: Yes (3)
Description: Once per round before the character makes a Ballistic Skill check, they may perform a True Aim maneuver which gives them all the benefits of aiming and upgrades the attack roll by 1 per rank of True Aim.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: The character adds 1 BOOST DIE per rank in Uncanny Reactions to all Vigilance checks.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: The character adds 1 BOOST DIE per rank in Uncanny Senses to all Perception checks.
Cost: 5
Activation: Active (Incidental)
Ranked: Yes (3)
Description: When attempting to purchase exotic, illegal, or black market items the character can reduce the rarity by 1 per rank of this Talent. Each point the rarity is reduced increases the cost of the item by 50% of it’s base value.
Cost: 10
Activation: Passive
Ranked: Yes (3)
Description: When selling legal items, the character adds 10% to the sale price (based on the original value of the item) per rank of Wheel and Deal.
Activation: Passive
Ranked: Yes
Description: Upgrade the difficulty of all attack checks targeting this character once per rank of Adversary.
Activation: Passive
Ranked: No
Description: Engaged enemies add 1 SETBACK DIE to all skill checks.
Activation: Passive
Ranked: No
Description: When this character uses the charge action, they add 2 BOOST DICE instead of 1.
Activation: Active (Incidental, Out of Turn)
Ranked: No
Description: When this character is killed, they may immediately make a melee attack before dying.
MEL: 2
RNG: 2
BRN: 4
AGI: 3
INT: 2
CUN: 2
WILL: 2
PRE: 2
Soak: 4
Wounds: 14
Strain: 12
M/R Defence: 0/0
Fortune: 0
Athletics 2, Coordination 2, Hand Weapons 3, Unarmed 3, Vigilance 2
Hand Weapon
MEL: 3
RNG: 2
BRN: 5
AGI: 3
INT: 2
CUN: 3
WILL: 2
PRE: 2
Soak: 5
Wounds: 16
Strain: 13
M/R Defence: 0/0
Fortune: 1
Athletics 2, Coordination 2, Hand Weapons 3, Unarmed 3, Vigilance 3
Hand Weapon
MEL: 4
RNG: 2
BRN: 6
AGI: 3
INT: 2
CUN: 3
WILL: 2
PRE: 3
Soak: 6
Wounds: 18
Strain: 14
M/R Defence: 0/0
Fortune: 2
Athletics 3, Coordination 3, Hand Weapons 4, Unarmed 4, Vigilance 4
Hand Weapon
MEL: 5
RNG: 1
BRN: 6
AGI: 3
INT: 3
CUN: 3
WILL: 4
PRE: 1
Soak: 6
Wounds: 20
Strain: 14
M/R Defence: 0/0
Fortune: 2
Unarmed 4, Vigilance 4
Vicious Claws
Type: Melee
Skill: Unarmed
Damage: +4
Crit: 2
Range: Engaged
Enc: 0
Price: N/A
Rarity: N/A
Special: Pierce 1
MEL: 3
RNG: 1
BRN: 4
AGI: 3
INT: 3
CUN: 3
WILL: 4
PRE: 1
Soak: 4
Wounds: 14
Strain: 14
M/R Defence: 0/0
Fortune: 1
Unarmed 3, Vigilance 3
Vicious Claws
Type: Melee
Skill: Unarmed
Damage: +4
Crit: 2
Range: Engaged
Enc: 0
Price: N/A
Rarity: N/A
Special: Pierce 1
MEL: 2
RNG: 2
BRN: 2
AGI: 2
INT: 3
CUN: 3
WILL: 3
PRE: 3
Soak: 2
Wounds: 12
Strain: 13
M/R Defence: 0/0
Fortune: 1
Common Knowledge (The Empire) 2, Deception 2, Negotiate 3
Hand Weapon, Good Clothing
MEL: 2
RNG: 2
BRN: 2
AGI: 2
INT: 3
CUN: 3
WILL: 3
PRE: 3
Soak: 2
Wounds: 12
Strain: 13
M/R Defence: 0/0
Fortune: 1
Common Knowledge (The Empire) 2, Deception 2, Hand Weapons 2, Vigilance 2
Hand Weapon, Noble’s Garb
MEL: 3
RNG: 3
BRN: 3
AGI: 2
INT: 2
CUN: 2
WILL: 2
PRE: 2
Soak: 4
Wounds: 13
Strain: 12
M/R Defence: 0/0
Fortune: 1
Bows 2, Common Knowledge (The Empire) 1, Hand Weapons 2, Vigilance 2
Hand Weapon, Bow, Leather Armour, Uniform
MEL: 2
RNG: 2
BRN: 2
AGI: 2
INT: 2
CUN: 2
WILL: 2
PRE: 2
Soak: 2
Wounds: 12
Strain: 12
M/R Defence: 0/0
Fortune: 0
Common Knowledge (The Empire) 1, Hand Weapons 2, Unarmed 2, Vigilance 1
Hand Weapon, Common Clothing
Note: Change this not the actual list. Just using this for reference
Using SW: EotE
Note: Not using these advanced armours
Gear can become damaged through various means, in particular DESPAIR can cause a weapon or gear to become damaged and critical injuries can cause armour to become damaged.
Gear has 3 levels of damage:
It requires a successful Trade check of the appropriate subcategory (e.g. Trade (Smith) to repair a sword, Trade (Gunsmith) to repair a pistol).
The difficulty of the check is based on the damage level of the weapon. Minor damage requires an Easy (1 DIFFICULTY DIE) check, Moderate damage requires an Average (2 DIFFICULTY DICE) check, and Major damage requires an Hard (3 DIFFICULTY DICE) check.
This difficulty assumes reasonable time and the tools required to do the work. Each missing element adds 1 DIFFICULTY DIE to the check. So, doing quick repairs without appropriate repair equipment adds 2 DIFFICULTY DICE.
The cost of the repairs is equal to a percentage of the base cost based on the level of damage. Minor damage costs 25% of the base cost, Moderate damage costs 50%, and Major damage costs 100% of the base cost. This total is reduced by 10% for each ADVANTAGE rolled on the check.
For example, an item worth 50 gold crowns costs 25 gold to repair if it has Moderate damage. If 3 ADVANTAGE are rolled during the repair check, the cost is reduced to 17.5 gold crowns (17 gold and 10 silver).
Modifications to items are not figured into the cost to repair.
NPCs repairing gear do not lower their price.
Type:
Skill:
Damage:
Crit:
Enc:
Price:
Rarity:
Special:
Type: Ranged
Skill: Rifles
Damage: 5
Crit: 2
Range: Medium
Enc: 3
Price: 70 gc
Rarity: 7
Special: Blast 4, Prepare 4
Type: Ranged
Skill: Bows
Damage: 5
Crit: 3
Range: Medium
Enc: 3
Price: 10 gc
Rarity: 1
Special: Prepare 1
Type: Melee
Skill: Hand Weapon
Damage: +0
Crit: 3
Range: Engaged
Enc: 1
Price: 1 gc
Rarity: 1
Special: None
Type: Melee
Skill: Two-Handed Weapons
Damage: +4
Crit: 2
Range: Engaged
Enc: 5
Price: 20 gc
Rarity: 3
Special: Cumbersome 3, Knockdown, Pierce 1, Two-Handed
Type: Melee
Skill: Two-Handed Weapons
Damage: +4 (as Great Weapon) OR +2 (as Spear)
Crit: 2 (as Great Weapon) OR 3 (as Spear)
Range: Engaged
Enc: 5
Price: 15 gc
Rarity: 5
Special: Cumbersome 3, Pierce 1, Two-Handed
Special (as Great Weapon): Knockdown
Special (as Spear): Defensive 1
Note: This weapon can function as either a Great Weapon or a Spear. It counts as the chosen weapon from a skill check using the weapon (e.g. an attack) until the wielders next turn. It defaults to a Spear for the Defensive 1 special ability.
Type: Melee
Skill: Hand Weapons
Damage: +2
Crit: 3
Range: Engaged
Enc: 3
Price: 10 gc
Rarity: 1
Special: Pierce 1
Type: Melee
Skill: Improvised (Melee)
Damage: -2/0/+2
Crit: 5
Range: Engaged
Enc: 1/3/4
Price: N/A
Rarity: N/A
Special: -/Cumbersome 2/Cumbersome 4
Stats are given for small/medium/large improvised weapons
Examples of sizes
Type: Ranged
Skill: Improvised (Ranged)
Damage: 2/3/4
Crit: 5
Range: Short
Enc: Varies
Price: N/A
Rarity: N/A
Special: -/Cumbersome 2/Cumbersome 4
Stats are given for small/medium/large improvised weapons
Examples of sizes
Type: Melee
Skill: Two-Handed Weapons
Damage: +2
Crit: 3
Range: Engaged
Enc: 4
Price: 10 gc
Rarity: 2
Special: Cumbersome 2, Defensive 1, Pierce 1, Two-Handed
Type: Melee
Skill: Unarmed
Damage: +0
Crit: 5
Range: Engaged
Enc: 0
Price: 0
Rarity: N/A
Special: None
Soak: 1
Defence: 0
Encumbrance: 3 (0)
Soak: 2
Defence: 0
Encumbrance: 4 (1)
Soak: 2
Defence: 1
Encumbrance: 6 (3)