Crib Sheet

Target Numbers
Simple: No roll/automatic success
Moderate: 10-12

Complex: 13-15

Difficult: 16+
Impossible: No roll/automatic failure

Turn Structure
Maintenance Phase
1) Expire Continuous Effects that end

2) Resolve Continuous Effects that don’t

3) Resolve any other Maintenance Phase effects
Control Phase
1) Allocate Fatigue/Focus to Upkeep spells

2) Expire Upkeep spells not allocated Fatigue/Focus
3) Resolve any other Control Phase effects
Activation Phase (can occur in either order)
1) Move (Advance/Run/Charge)
2) Act (2 quick actions/Attack + 1 quick action/full action)

Quick Actions
Draw weapon or item
Stow weapon or item
Reload a ranged weapon
Pull pin on a grenade
Cast a spell
Activate a runeplate

Use a steamjack drive

Use a skill or ability that requires a quick action
Take Cover or go Prone

Melee Attack Modifiers
Attacker is Prone: -2

Back Strike: +2

Free Strike: +2 and damage roll is boosted

Target Knocked Down: melee attacks automatically hit

Target Prone: +2

Target Stationary: melee attacks automatically hit

Target Taking Cover behind a terrain feature granting Solid Cover: -2

Ranged and Magic Attack Modifiers
Aiming Bonus: +2 to all ranged attacks that activation (forfeit movement/no quick actions)

Attacker is Engaged: -4

Attacker is firing from horseback: -2
Back Strike: +2

Target in Concealment: -2
Target in Cover: -4
Target Elevated: -2

Target in melee: -4 (missed attacks may hit others in the engagement)
Target Knocked Down: Target’s DEF becomes 5

Target Prone: -2
Target Stationary: Target’s DEF becomes 5

Crippled Aspects
Physique: -2 STR

Agility: -2 on all attack rolls

Intellect: -2 DEF, cannot Upkeep spells

Feat Points
Gaining Feat Points
1) Incapacitate or destroy an enemy with an attack
2) Score a Critical Success on an attack or skill roll
3) Misc. GM awards
Spending Feat Points
1) Boost a Non-Attack skill roll

2) Heroic Dodge (take 1/2 damage from an attack)

3) Buy an additional Quick Action

4) Parry (ignore Free Strikes)

5) Relentless Charge (move through rough terrain without penalty)
6) Re-roll failed attack/skill/willpower roll

7) Run and Gun (advance 2 x SPD inches instead of SPD)

8) Shake Continuous Effect/Knockdown/Stationary (ends one of those conditions)

9) Sprint (make a full advance after incapacitating/destroying an enemy)

10) Two-Fisted (if armed with a weapon in each hand, attack once with each with no penalties)

11) Walk it Off (regain 1d3+1 vitality – cannot be used if incapacitated)

Fear
Horrific noises haunting the night (12 vs. Willpower)

Encountering the sight of recent slaughter (14 vs. Willpower)
Witness a particularly gruesome murder (15 vs. Willpower)

Witness an ally consumed alive by a rampaging beast (16 vs. Willpower)
Witness the dead rise and turn on the living (16 vs. Willpower)

Success = Unaffected

1st Failure = Anxiety (+1 STR, -1 to all attack or skill rolls, cannot move toward source of fear)

2nd Failure = Panic (-2 to all attack or skill rolls, cannot move toward source of fear)

3rd Failure = Flee! (Run! If you can’t run, you are paralyzed with fear and cannot act)

Stats for Social Skills
Physique: Loom. Get in someone’s face. Impress with your hot bod!
Speed: Surprise or shock (slap, slam a book closed).

Strength: Intimidate or reassure through firm physical contact.
Agility: Seduce or threaten with subtle, graceful gestures.
Prowess: Intimidate/impress with physical display.
Poise: Convey coolness or menace. Conceal intent.
Intellect: Argue logically. Convince with facts. Twist words.

Arcane: Overt magical intimidation or other-worldly creepiness.
Perception: Spot weakness. Say what your opponent wants to hear.

Crib Sheet

Iron Kingdoms: A New Start vallance_simon