TEXT: NPC Sheet
  End Dmg Crit Dmg
  Defence
  Weapon Notes:
  Traits:
  Armour
  Movement
  Bodies
  Henchmen/Troop
  Hit (+2) Range
  Max Rng
  Ideal Rng
  Ammo
   Load
  Resources
  Weight
  Weapon Type
  Used Ammunition
  Durability
  Avg PC Resources
  Max Momentum = Number of Attacking Bodies
  0
  Cmb Order
  Max Weight
  16
  Def vs Tac
  3
  Weapon Attribute Value
   +2
  Stealth
  End Dmg Crit Dmg
  Defence
  Weapon Notes:
  Traits:
  Armour
  Movement
  Bodies
  Henchmen/Troop
  Hit (+2) Range
  Max Rng
  Ideal Rng
  Ammo
   Load
  Resources
  Weight
  Weapon Type
  Used Ammunition
  Durability
  Avg PC Resources
  Max Momentum = Number of Attacking Bodies
  0
  Cmb Order
  Max Weight
  16
  Def vs Tac
  3
  Weapon Attribute Value
   +2
  Stealth
  Effort
  Does not Req Hit or Success
  You may re-roll a single die from this Roll.
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  May Crit OR vs 0 Endurance, Hit, 1 use per Attack (unless Ship)
  Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurance.
  Cover Steps
  Light Cover
  +Int Defence
  Heavy Cover
  +Int x2 Defence
  Immune to Critical Hits if you have Endurance.
  Entrenched, +Int x3 Defence
  Adjacent to an Ally
  Reduce all End Dmg by 2
  Weapons
  Hit (+2)
  Range
  Max Rng
  Ideal Rng
  End Dmg Crit Dmg
  Ammo
   Load
  Resources
  Weight
  Weapon Type & Variations
  Weapon
  Innate
  Limbs
  Natural, Small, Blunt, *Hit +Str with Tackle Action, **+2 End Dmg OR +7 Max Rng if you have a improvised Weapon (torch, sword hilt, chair or stick).
  1
  *
  1
  1st
  1
  -
  -
  Tackle.
  -
  Str-2**
  Infinite
  Used Ammunition
  Random
  Damage
  Body Attributes
  Head Attributes
  Ref
  Mov
  Str
  Int
  Wil
  Foc
  2
  3
  1
  5
  6
  4
  0 Attribute = Death
  Name:
  Avg PC Resources:
  Race:
  NPC Type:
  Combat Order
  Maximum Momentum
  Variations:
  Traits:
  Stealth
  +
  2 +
  Int +
  Foc +
  10 + Ref + Cover +
  Defence + Str +
  Def
  vs Tac
  End
  Recovery
  10 + (Str x5) +
  Focus +
  Body Arm
  at 0 End
  Head Arm
  
  Weapons
  Hit (+2)
  Range
  Max Rng
  Ideal Rng
  End Dmg Crit Dmg
  Ammo
   Load
  Resources
  Weight
  Weapon Type & Variations
  Used Ammunition
  Random
  Damage
  Body Attributes
  Head Attributes
  Ref
  Mov
  Str
  Int
  Wil
  Foc
  2
  3
  1
  5
  6
  4
  0 Attribute = Death
  Name:
  Avg PC Resources:
  Race:
  NPC Type:
  Combat Order
  Maximum Momentum
  Variations:
  Traits:
  Stealth
  +
  2 +
  Int +
  Foc +
  10 + Ref + Cover +
  Defence + Str +
  Def
  vs Tac
  End
  Recovery
  10 + (Str x5) +
  Focus +
  Body Arm
  at 0 End
  Head Arm
  NPC Sheet
  End Dmg Crit Dmg
  Defence
  Weapon Notes:
  Traits:
  Armour
  Movement
  Bodies
  Henchmen/Troop
  Hit (+2) Range
  Max Rng
  Ideal Rng
  Ammo
   Load
  Resources
  Weight
  Weapon Type
  Used Ammunition
  Durability
  Avg PC Resources
  Max Momentum = Number of Attacking Bodies
  0
  Cmb Order
  Max Weight
  16
  Def vs Tac
  3
  Weapon Attribute Value
   +2
  Stealth
  Cover Steps
  Light Cover
  +Int Defence
  Heavy Cover
  +Int x2 Defence
  Immune to Critical Hits if you have Endurance.
  Entrenched, +Int x3 Defence
  Adjacent to an Ally
  Reduce all End Dmg by 2
  Weapons
  Hit (+2)
  Range
  Max Rng
  Ideal Rng
  End Dmg Crit Dmg
  Ammo
   Load
  Resources
  Weight
  Weapon Type & Variations
  Weapon
  Innate
  Limbs
  Natural, Small, Blunt, *Hit +Str with Tackle Action, **+2 End Dmg OR +7 Max Rng if you have a improvised Weapon (torch, sword hilt, chair or stick).
  1
  *
  1
  1st
  1
  -
  -
  Tackle.
  -
  Str-2**
  Infinite
  Random
  Damage
  Body Attributes
  Head Attributes
  Ref
  Mov
  Str
  Int
  Wil
  Foc
  2
  3
  1
  5
  6
  4
  0 Attribute = Death
  Name:
  Avg PC Resources:
  Race:
  NPC Type:
  Combat Order
  Maximum Momentum
  Variations:
  Traits:
  Stealth
  +
  2 +
  Int +
  Foc +
  10 + Ref + Cover +
  Defence + Str +
  Def
  vs Tac
  End
  Recovery
  10 + (Str x5) +
  Focus +
  Body Arm
  at 0 End
  Head Arm
  
  NPC Sheet
  End Dmg Crit Dmg
  Defence
  Weapon Notes:
  Traits:
  Armour
  Movement
  Bodies
  Henchmen/Troop
  Hit (+2) Range
  Max Rng
  Ideal Rng
  Ammo
   Load
  Resources
  Weight
  Weapon Type
  Used Ammunition
  Durability
  Avg PC Resources
  Max Momentum = Number of Attacking Bodies
  0
  Cmb Order
  Max Weight
  16
  Def vs Tac
  3
  Weapon Attribute Value
   +2
  Stealth
  Effort
  Does not Req Hit or Success
  You may re-roll a single die from this Roll.
  Strong Hit
  Result
  Requirements
  Critical Hit
  Critical Boost
  May Crit OR vs 0 Endurance, Hit, 1 use per Attack (unless Ship)
  Does not Req Hit
  Deal your Weapons Critical Damage (-Targets Armour) to a random (roll a d6) Attribute. 
  +1 Critical Damage for this Attack vs all Targets with 0 Endurance.
  Cover Steps
  Light Cover
  +Int Defence
  Heavy Cover
  +Int x2 Defence
  Immune to Critical Hits if you have Endurance.
  Entrenched, +Int x3 Defence
  Adjacent to an Ally
  Reduce all End Dmg by 2
  Weapons
  Hit (+2)
  Range
  Max Rng
  Ideal Rng
  End Dmg Crit Dmg
  Ammo
   Load
  Resources
  Weight
  Weapon Type & Variations
  Weapon
  Innate
  Limbs
  Natural, Small, Blunt, *Hit +Str with Tackle Action, **+2 End Dmg OR +7 Max Rng if you have a improvised Weapon (torch, sword hilt, chair or stick).
  1
  *
  1
  1st
  1
  -
  -
  Tackle.
  -
  Str-2**
  Infinite
  Used Ammunition
  Used Ammunition
  Used Ammunition
  Random
  Damage
  Body Attributes
  Head Attributes
  Ref
  Mov
  Str
  Int
  Wil
  Foc
  2
  3
  1
  5
  6
  4
  0 Attribute = Death
  Name:
  Avg PC Resources:
  Race:
  NPC Type:
  Combat Order
  Maximum Momentum
  Variations:
  Traits:
  Stealth
  +
  2 +
  Int +
  Foc +
  10 + Ref + Cover +
  Defence + Str +
  Def
  vs Tac
  End
  Recovery
  10 + (Str x5) +
  Focus +
  Body Arm
  at 0 End
  Head Arm
  
  Weapons with ‘Splash’ Keyword only.
  Splash Scatter
  1
  4
  5
  6
  3
  2
  Scatters distance = 1d6 in a random (roll 1d6) direction.
  Reference Sheet
  Move
  Prep
  Companion
  +1d6 Hit per Attacking Body.
  +1 End Dmg per Attacking Body.
  Momentum 1: Your next Attack gains +1d6 Hit.
  Move, Attack, May Crit
  Attack
  Companion
  Reload a Weapon or make a Skill Roll (eg: Stealth).
  Roll +1, No bonuses from other sources.
  Momentum 1: Your next Attack gains +1d6 Hit.
  Hit: +Wil.
  Attack, May Crit
  Mount Attack
  Companion Combat Actions, 1 per Turn
  Targets Defence
  +3d6 +Hit
  vs
  Gain a free Critical Hit vs Targets with 0 Endurance.
  -2 per Rng Increment outside your Ideal Rng.
  Formula
  Attack Roll
  Personal Combat Actions, 2 per Turn
  Tactical Actions
  Prepare
  Move
  Encourage
  Attack*, May Crit
  Ready Attack
  *In a 1800 Arc in response to any Action.
  Move -1.
  Move +2.
  Momentum 1: +2 Movement.
  Momentum 2: +1 Cover Step.
  Momentum 2: +1 Cover Step.
  NPCs: +1 Momentum.
  An Ally gains a Recovery.
  Skill Roll.
  Defensive Actions
  Move
  Full Move
  Move*, Attack
  Guard
  Hit: +Ref.
  Hit: +Ref.
  Momentum 2: Your next Attack gains +2d6 Hit.
  On Hit: +1 Momentum.
  Offensive Actions
  Attack, May Crit
  Assault
  Move, Attack
  Tackle
  Momentum 2: Your next Attack gains +2d6 Hit.
  Move +2 (Straight Line).
  3+ Movement towards a foe: +1 Momentum.
  Move, Attack, May Crit
  Charge
  Attack, May Crit
  Quick Strike
  Hit: +Ref.
  Momentum 2: Your next Attack gains +2d6 Hit.
  *In a 1800 Arc in response to any Action.
  Hit: +Ref.
  Momentum 2: Your next Attack gains +2d6 Hit.
  Pick 1: Move, Draw or Reload.
  Pick 2: Move, Draw, Reload, Recover, Skill Roll,
  Set Up, Pull Down, +1 Momentum (once per
  Turn) or Alter your next Crit Location by +/-1.
  PCs: Momentum 2: Two Allies gain +1 Momentum.
  On Hit: Momentum 1: Apply +1 Tackle Effect.
  Momentum 2: Your next Attack gains +2d6 Hit.
  Hit: +Ref.
  On Hit: Apply 1 Tackle Effect.
  May Move with Target if you have higher Str.
  Escape
  Push
  Remove Grabbing Character Effect from your Target.
  Grabbed
  -1 Action per Turn.
  Target is forced to move 2 spaces directly away from you.
  Target is forced to move 1 space in any direction.
  Trip
  Target goes Prone.
  Tackle Effects
  Grabbing
  As with Grabbed Effect but may remove as a Free Action.
  Lost if you make a visible attack or lose Cover.
  Stealthed
  May not be Targeted.
  Prone
  Cost 3 Movement to Change.
  Moving one space costs 2 Movement while Prone.
  You create no Zone of Control.
  Limited Vision
  Targets gain; Light Cover or Heavy Cover (Blind, Pitch Black).
  Personal Combat Effects
  Healing
  10
  May be performed during Combat.
  First Aid; Stops Bleeding
  12t
  12t
  Requires: Toolkit.
  Extended Care; Heal all 1
  and 1 Condition (GM permission).
  16t
  and 1 Condition (GM permission).
  Requires: Workshop.
  Surgery; Heal one 8
  Requires: Toolbox.
  12
  Damage dealt that Combat.
  Maximum of 1 Patch-Up per 4 Characters.
  Patch-Up; Heal any 3
  Repair
  12t
  Spend 2 Food.
  Alter; Retro
  14c
  Spend 1 Lumber or Stone.
  Quick-Fix; Heal 1
  or repair 1 Building.
  16c
  Spend 2 Lumber and Stone.
  Restore; Heal all 2
  and repair 1 Building.
  Hunt & Gather
  -50% Daily Travel Distance for 4 days.
  Spare Time Roll (GM sets difficulty) to regain Supplies.
  -50% Daily Travel Distance for future days.
  Supplies consumed 6 days faster.
  Starvation
  Per 2 full days you’re without Supplies.
  Each PC takes 1 Damage (no Armour) to a random (1d3) Attribute.
  Each Companion loses 1 Body, down to a minimum of 3.
  Max Travel Distance = 10 days per spare Slot.
  Push Forward
  +200% Daily Travel Distance for the first day.
  +0% to +100% Speed
  Along a river, mounted (but with no wagons) and/or road.
  +100% Speed
  Mounted (but with no wagons) and/or road.
  +100% to +400% Speed Ship.
  -25% Speed
  Scarce hunting, gathering and/or water, sickness, many
  wounded, wagon, large group by land and without a road,
  dense foliage, mountains, desert, etc...
  -50% Speed
  Dense foliage, mountains, desert, etc...
  Non-Combat Travel
  Oppress
  Gain Loot = Wealth +2.
  Reduce your Current Renown by 1.
  Tax
  Gain Treasure = Wealth -2.
  Levy (16 - Peasants)t
  May be performed once a week per PC, per Holding.
  Work
  Fields, Woods or Hills produce Trade Goods again.
  Muster
  Costs 1 Food. Gain a Retainer.
  Develop
  Reduce your Fields, Woods or Hills Max by 1.
  Increase your Fields, Population or Security Max by 1.
  Transport
  Move 10 Trade Goods from this Holding or
  move 5 Trade Goods to this Holding.
  Or at a Holding or suitable vendor, or regained from the environment (ie: defeated foes).
  Thrown
  At the end of each Combat (or mid-combat with the GMs permission).
  Bow
  Regain 1d6 Ammo at the end of each Combat.
  Potions/Alchemy/Wyld
  Gain access to a suitable Workshop (or spend a Potion Trade Box).
  Enchantment
  At the end of your game session.
  Companions/Mounts/Summons/Retainers
  When the GM says it is appropriate.
  Regaining Ammo
  Mass Combat Dice Types
  Unskilled
  If involved in a melee and a “1” is rolled;
  remove that Combat Die from this combat.
  Resistant to Ranged Combat Dice.
  Skilled
  Standard rules.
  Veteran
  Rolls of “5 or a 6” count as a Strong Hit.
  currently contributing to the current Combat Skill Roll.
  Ranged
  Strong Hit: Mass Damage may affect non-Veteran dice that are not
  Long Distance
  May only be removed from the combat with the GMs permission
  (ie: it is engaged in a melee or by Ranged Long Distance).
  Siege
  May remove Solid Defence Combat Dice.
  Defence
  May only be used if your opponent is assaulting your position.
  Able to contribute to multiple Combat Skill Rolls per round.
  May only use 4d6 Defence die from one source at a time.
  Solid
  May only be removed by Siege Combat Dice.
  Leader
  May bring back an Unskilled Combat Die.
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Kingdome - GM Sheets.pdf