TEXT: Effort
  Does not Req Hit or Success
  You may re-roll a single die from this Roll.
  Strong Hit
  Result
  Requirements
  Traits
  Level
  Max Renown
  Gained Spare Time Points
  Max Resources
  +1 per 3 Sessions
  1 Trait per Lv
  Level +3 +
  Level +3 +
  Gain 1 STP each Session
  Reflexes
  Movement
  Strength
  Intelligence
  Willpower
  Focus
  Stealth (Ref)
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  -2/+1+
  Leadership (Str)
  Heraldry
  Resolve (Wil)
  Physical (Str/Ref/Mov)
  Awareness (Foc)
  Stewardship
  Metallurgy
  Fauna
  Construction
  Forestry
  Streetwise (Int)
  Pathfinding (Int)
  Philosophy
  Persuasion (Int)
  Brawn
  Finesse
  Range
  Tactical
  Total (18)
  Everyday Skills
  Education Skills
  Primary Skills
  /Trained(x6)
  Untrained
  /Trained(x2)
  Untrained
  Total
  1- Attribute
  4+ Attribute
  Toolbox
  Workshop
  (0-5)
  Traits
  Traits
  Traits
  Current Renown
  Gained Knowledge
  Spent Knowledge
  Spent Spare Time Points
  Current Resources
  Healing +
  Levy +
  Money +
  Study +
  Trade Goods +
  Spare Time Rolls +
  Crafting +
  Apothecary
  Equipment Slots
  Companion
  Carried by a
  Non-Large, Non-Trade = 0 Space.
  1 Carry Space = 2 Equipment Slots.
  Outfit +
  Perk
  Complication
  Starting Value
  Knowledge
  Attributes
  Personal Combat Skills
  Advancement
  Advancement
  Race
  Size
  Character Name
  Background
  1.
  6.
  10.
  2.
  11.
  3.
  7.
  12.
  4.
  8.
  5.
  1.
  2.
  3.
  4.
  5.
  9.
  Acquire 1
  Study Unit
  Study with
  Another
  Study
  12t
  10t
  Perks
  Complications
  Languages
  Acquire 2
  Rare Trade Goods
  12t
  Sell 4 Monetary
   1 Current Resource.
  +
  Sell 8 Production
   1 Current Resource.
  +
  Sell 2 Trade Boxes or
  1 Treasure Trade Box
  Auto
  Auto
  2 to a failed roll.
  +
  14t
  Monetary Trade Goods
  Rare Trade Goods
  Equipment Slots
  Priceless
  Potions
  2
  1
  3
  4
  5
  6
  7
  8
  9
  10
  Quality
  Loot
  Treasure
  Arcanium
  Wylding
  Tolatl
  4t
  4t
  
  Effort
  Does not Req Hit or Success
  You may re-roll a single die from this Roll.
  Strong Hit
  Result
  Requirements
  Random
  Damage
  -Attribute = Bleeding
  -5 Attribute = Death
  Each point your Str is under items Weight
  Weapons with ‘Splash’ Keyword only.
  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.
  Combat Order
  Int+
  +
  Max Momentum
  Splash Scatter
  1
  4
  5
  6
  3
  2
  Foc+
  Scatters distance = 1d6 in a random (roll 1d6) direction.
  Overburdened
  Defence
  -
  Cover Steps
  Defensive Stats
  Body Attributes
  Head Attributes
  Ref
  Mov
  Str
  Outfit
  Defence
  vs Tac
  Armour
  Body
  Armour
  Head
  Endurance
  at 0 End
  Slots
  Weight
  Acquire
  Resources
  Type & Variations
  Weapons
  Hit
  ( Skill)
  Range
  Max Rng
  Ideal Rng
  End
  Damage Damage
  Crit
  Ammo
   Load
  Acquire
  Resources
  Weight
  & Variations
  Weapon Type
  Int
  Wil
  Foc
  2
  3
  1
  5
  6
  4
  Endurance Damage & Effects
  Attribute Damage
  Def+Str+
  10+Ref+Cover+
  Defence
  vs Tackle
  Body Armour
  Head Armour
  Foc+
  10+(Str x5)+
  Endurance
  Recovery
  at 0 Endurance
  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
  Auto
  Utility Items
  Acquire
  Resources
  Combat Sheet
  Light Cover
  +Int Defence
  Heavy Cover
  +Int x2 Defence
  Immune to Critical Hits if you have Endurance.
  Entrenched, +Int x3 Defence
  Gain Condition to Avoid Death
  Used Ammunition
  Defence
  Armour
  Movement
  Bodies
  Used Ammunition
  Adjacent to an Ally
  Reduce all End Dmg by 2
  
  Produce Trade Goods
  Cargo Space
  2 Herbs may be exchanged for 1 Potion or Food.
  2 Beasts may be exchanged for 1 Food & Lumber.
  2 Ore may be exchanged for 1 Treasure or Stone.
  2
  1
  3
  4
  5
  6
  7
  8
  9
  10
  Gained per Session
  Herbs
  Food
  Lumber
  Beasts
  Stone
  Ore
  Holding Sheet
  Woods
  Hills
  Fields
  Security
  Loyalty
  Prosperity
  Pro + Sec +
  Pro + Loy +
  Sec + Loy +
  Peasants
  Soldiers
  Wealth
   (16 -Peasants) -
   t
  Levy Roll
  Prosperity +
  Renown Cost
  Secure Cargo Space
  Peasants +2 +
  Soldiers +
  Soldiers -3 +
  Skilled
  Veteran/Ranged
  Unskilled
  Fields x2 +
  Fields -2
  Woods x2
  +
  +
  Woods -2 +
  Hills x2
  Hills -2
  +
  +
  Attributes
  Total
  Max (16)
  Calculated Stats
  Mass Combat Dice
  Traits
  Cargo Space
  Priceless
  Potions
  1
  1
  1
  2
  2
  2
  3
  3
  3
  4
  Quality
  Loot
  Treasure
  Arcanium
  Wylding
  Buildings, Mass Combat Dice & Notes:
  Monetary & Rare Trade Goods
  Holding’s Name
  Map
  Strong Hit
  Mass Damage
  Success, Mass Combat
  The GM removes 1 Combat Die that your opponent has contributed to this Combat (Stacks). This does not change who won this Combat Skill Roll.
  Effort
  Does not Req Hit or Success
  You may re-roll a single die from this Roll.
  Result
  Requirements
  Total
  Total
  
  Reference Sheet
  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
  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
  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
  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
  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.
  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.
  Momentum 2: Two Allies gain +1 Momentum.
  An Ally gains a Recovery.
  Skill Roll.
  Defensive Actions
  Move
  Full Move
  Move*, Attack
  Guard
  Hit: +Ref.
  On Hit: Momentum 1: Apply +1 Tackle Effect.
  Momentum 2: Your next Attack gains +2d6 Hit.
  Hit: +Ref.
  Hit: +Ref.
  Momentum 2: Your next Attack gains +2d6 Hit.
  On Hit: +1 Momentum.
  On Hit: Apply 1 Tackle Effect.
  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.
  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.
  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.
  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.
  A single source may not grant you more than 4d6 at any one time.
  Solid
  May only be removed by Siege Combat Dice.
  Leader
  May bring back an Unskilled Combat Die.
  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
  +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...
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Kingdom - Character Sheets.pdf