TEXT: Non-Attack
  Action
  Speed
  Skill
  Required
  Success:
  Persuade
  Slow
  Manipulation
  Opponent can hear you
  GM's call
  Taunt
  Slow
  Performance
  Opponent can hear you
  GM's call
  Cast Spell
  Slow
  Special
  Special
  Special
  Flee
  Slow
  Move
  No enemies in Arm's length
  Leave Combat
  Crawl
  Slow
  (No roll)
  You are prone
  Move while prone
  Draw Wpn
  Fast
  (No roll)
  None
  Wpn Drawn
  Ready Wpn
  Fast
  (No roll)
  None
  Ranged Wpn Readied
  Get Up
  Fast
  (No roll)
  You are prone
  Stand Up
  Feint
  Fast
  (No roll)
  Enemy in arm's length range
  Swap initiative
  Run
  Fast
  Move
  No enemies in Arm's length
  Move zones
  Swing
  Fast
  (No roll)
  Hvy wpn, stab/swing is next action
  +1 damage
  Aim
  Fast
  (No roll)
  Readied wpn, shoot in same round
  +1 damage
  Power Word
  Fast
  Special
  Special
  Special
  Use Item
  Fast
  Varies
  Varies
  Varies
  Range Modifiers
  Range
  Mod
  Arm’s Length
  –3/+3
  Near
  -
  Short
  –1
  Long
  –2
  Distant
  –3 (requires Aim)
  Fleeing Modifiers
  Range
  Mod
  Near
  –1
  Short
  0
  Long
  +1
  Open Zone
  –1
  Rough Zone
  +1
  Attacks
  Action
  Speed
  Skill
  Required
  Dodge
  Parrying 
  Wpn
  Wpn
  Shield
  Effect
  Slash
  Slow
  Melee
  Standing, 
  Drawn 
  Edged/Blunt 
  wpn
  +2
  OK
  OK
  OK
  Dmg to Str
  Stab
  Slow
  Melee
  Standing, 
  Drawn Point-
  ed wpn
  OK
  OK
  -2
  +2
  Dmg to Str
  Punch/Kick/
  Bite
  Slow
  Melee
  Standing/
  Unarmed
  OK
  +2
  +2
  +2
  Dmg to Str
  Grapple
  Slow
  Melee
  Standing
  OK
  OK
  OK
  OK
  Target drops 
  wpn, both fall 
  prone
  Grapple 
  Attack**
  Fast
  Melee
  Grappling 
  target
  X
  X
  X
  X
  Dmg to Str
  Break Free**
  Fast
  Melee
  Being 
  grappled
  X
  X
  X
  X
  Escape grapple
  Shove
  Fast
  Melee
  None
  OK
  X
  X
  OK
  Target falls prone
  Disarm
  Fast
  Melee
  Standing, 
  target has 
  wpn (not 
  shield)
  OK
  OK
  OK
  OK
   = drop 1H 
  wpn, 2
   = drop 
  2H wpn
  Shoot
  Slow
  Marks-
  man
  In range, 
  readied wpn
  OK
  X
  X
  OK
  Dmg to Str
  *Fall prone after dodge. -2 to remain standing.     **Only actions allowed during grapple.
  Finish your actions, move to next initiative.
  If it is the final initiative, do not reshuffle cards. Keep the same cards for the entire combat.
  End Round
  8
  Draw initiative cards 
  Surprise: Draw 2 initiative cards, choose better
  Start of Combat
  0
  Players may exchange initiative cards here.
  Start of Round
  1
  1 Fast action + 1 Slow Action
  OR
  2 Fast Actions
  Declare Action
  2
  If defender is ready to fight and has any fast 
  actions remaining, they may dodge or parry 
  BEFORE the attack dice are rolled.
  Target Declares Reaction
  3
  Melee: Strength + Melee Skill + Wpn Bonus
  Ranged: Agility + Marksmanship Skill + Wpn Bonus
  Magic: See spell description
  Other: Attribute + Skill + Gear
  A single 
   does the weapon’s damage rating 
  to the target, additional 
   do +1 for each.
  Roll Action
  4
  Dodge: Agility + Move Skill + Bonus
  Parry: Strength + Melee Skill + Bonus
  Each 
   subtracts one 
   from the attack.
  Roll Reaction
  5
  1. Combine armor & helmet rating 
  2. Roll 1 gear die for each armor rating 
  3. Each 
   subtracts 1 from damage 
  4. Each  and/or each point of damage that 
  penetrates reduces armor rating by 1 
   
  Helmet Special: If you take a critical injury, you 
  may sacrifice your helmet for reduction. See rules 
  pg. 105 for details.
  Armor Save
  6
  Any remaining 
   are applied as damage to target
  If an attribute reaches zero:
  Attribute
  Effect
  Allowed Actions
  Strength
  Knocked prone, roll Critical Injury of damage type
  Crawl
  Agility
  Collapse from exhaustion, prone
  Crawl
  Wits
  Roll critical injury on horror table (unless reached by pushing)
  Run
  Empathy
  Violent outburst (attack near) *OR* withdraw (no actions) until EMP regained
  Attack or None
  Apply Damage
  7
  Reference Tables
  Combat Order
  
  Social Actions
  Social Modifiers
  Weapon Features
  Broken Effects
  Action
  Speed
  Roll
  Taunt
  Slow
  Empathy + Performance + Bonus
  Persuade
  Slow
  Empathy + Manipulate + Bonus
  Bluff
  Slow
  Empathy + Manipulate + Bonus
  Action
  Speed
  +1
  For each point of repuation above opponent's
  +1
  You have more people on your side.
  +1
  What you ask for doesn’t cost your opponent anything.
  +1
  Your opponent has suffered damage to any attribute.
  +1
  You have helped your opponent previously.
  +1
  You present your case very well (determined by the GM).
  -1
  Your opponent has more people on his side.
  -1
  You ask for something valuable or dangerous.
  -1
  Your opponent has nothing to gain by helping you.
  -1
  You are having trouble understanding each other.
  -1
  The range between you is SHORT or longer.
  Feature
  Action
  Special Rules
  Blunt
  Slash
  If the enemy takes a critical injury, roll on the 
  blunt trauma table.
  Edged
  Slash
  If the enemy takes a critical injury, roll on the 
  slash wounds table.
  Heavy
  Swing 
  Weapon
  Additional 1 damage on successful attacks. Takes 
  up two gear rows on your character sheet. 
  Hook
  Shove
  Light
  You can list two light items on one gear row on 
  your character sheet.
  Parrying
  Parry
  Weapons without the parrying feature get a -2 
  penalty when parrying.
  Pointed
  Stab
  If the enemy takes a critical injury, roll on the 
  stab wounds table.
  HUNGRY
  You must eat a ration of food (see page 38) 
  at least once every day. After a day without 
  food, you become HUNGRY. Being HUNGRY 
  has several effects:
  v You cannot recover Strength in any way, 
  except through magic. You can recover 
  other attributes.
  v You suffer 1 point of damage to 
  Strength per week. If your Strength is Bro-
  ken while HUNGRY, you die after another 
  week without food.
  v As soon as you have eaten, you are 
  no longer HUNGRY, and you can recover 
  Strength normally.
  COLD
  When the cold is bitter and you don’t have 
  enough shelter, you have to roll ENDURANCE 
  regularly. The colder it is, the more frequently 
  you need to roll. A chilly fall day requires a 
  roll per day; in the depth of winter, you might 
  have to roll once every hour. You can even 
  hallucinate, causing you to act irrationally – 
  details are up to the GM to decide.
  v You must keep rolling ENDURANCE 
  at the same interval, and with the same 
  effect if you fail. If your Strength is Broken 
  while you are COLD, you die the next time 
  you have to roll.
  v You cannot recover Strength or Wits. 
  Only after you have warmed up again, if 
  only by a campfire, are you able to recover 
  those attributes.
  SLEEPY
  You need to sleep for at least one Quarter 
  Day of each day. After one day without sleep, 
  you become SLEEPY.:
  v You cannot recover Wits, except 
  through magic. If your Wits are Broken 
  while SLEEPY, you must sleep for at least 
  one Quarter Day to get back up again.
  v You take 1 point of damage to your Wits 
  each day. If this damage breaks your Wits, 
  you collapse and sleep for at least one 
  Quarter Day.
  v As soon as you have slept for at least 
  a Quarter Day, you are no longer SLEEPY, 
  and you can recover Wits normally.
  THIRSTY
  You must drink a ration of water (see page 
  38) at least once per day. After a day without 
  water, you become THIRSTY.
  v You cannot recover any attributes, ex-
  cept through magic. If you are Broken, you 
  need to drink water to get back up again.
  v You take 1 point of damage to both 
  Strength and Agility every day. If either of 
  hese are Broken while THIRSTY, you die 
  after another day without water.
  v As soon as you drink, you are no longer 
  THIRSTY, and you can recover your attri-
  butes normally.
  Attribute
  Critical
  Actions
  Effect
  Strength
  Slash (pg196) 
  Blunt (pg.197) 
  Stab (pg.198)
  Crawl Only
  Knocked sensless
  Agility
  NA
  Crawl Only
  Exhausted
  Wits
  Horror (pg.199-200)
  Run Only
  Panic
  Empathy
  NA
  "You must either explode in a vio-
  lent outburst, kicking and breaking 
  everything around you, or with-
  draw from everyone around you.””
  *No critical if self inflicted with a pushed roll
  IDLE RED HANDS
  idleredhands.com
  
SOURCE: textdata/thevault/Forbidden Lands (Year Zero Engine) [multi]/3rd Party/Forbidden-Lands-Reference.pdf