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L5R 4th ED Combat Cheat Sheet

Sequence of events for a skirmish pg 81-2


1: Declare stance then roll initiative. Must stay in stance for first combat round.
2: Participants take their turn in initiative order unless they choose to delay their turn.
Can perform 1 complex + free actions or 2 simple + free actions in their turn. Starting in second combat round
can change stance when it is their turn.
3: The end of the combat round is called Reactions Stage where certain effects end or trigger.
Stances pg 84

Void Point Usage (once per round) pg 78

Attack/Water: Can perform any action

1k1 to any skill, trait, spell or ring roll

Full Attack/Fire: +2k1 on attack rolls and +5 to one


Temporarily gain a skill for an unskilled roll
move action -10 to armor TN. Melee attack actions or
movement actions closer to the target only.
Reduce damage by 10
Defense/Air: Add Air+Defense rank to armor TN.
Cannot Perform attack actions

At the start of a combat round +10 initiative for the


round

Full Defense/Earth: Defense/Reflexes roll and add


the result rounded up to your armor TN Free actions
only

At the start of a combat round +10 armor TN for the


round

Center/Void: Take no actions this round next round


get +10 initiative and 1k1+Void Rank to any roll
(including damage)

At the start of a combat round switch initiative with a


willing target for remainder of skirmish
Katana only +1k1 on a damage roll

Void points spent to activate techniques do not count toward once per round use.
FREE ACTIONS pg 85

SIMPLE ACTIONS

COMPLEX ACTIONS

Draw a weapon (small)

Activate a Kata

Make an attack (melee or ranged)

Speak (up to five words)

Draw a weapon (medium or large)

Cast a Spell

Move Action (Water x5 ft.)

Move Action (Water x10 feet)

Skill Use (any non Weapon Skill)

Pull out a spell scroll

Dismount a horse

String a bow

Drop a weapon/item

Guard someone

Mount a horse

Pick up a weapon/item

Move Action (Water x10 feet) when


at Crippled(+20)

Put away a spell scroll


Speak (more than five words)
Stand up (from Prone)
Move Action (Water x5 ft.) when at
Crippled(+20)

Maneuvers pg 86-7

Conditional Effects pg 89-90

Called Shot: 1 raise appendage, 2 raises hand or foot,


3 raises head and 4 raises for eyes or other small part
of the body. GM's discretion on effect but usually no
mechanical effect.

Blinded: -3k3 range attack, -1k1 melee attack, Armor


TN reflexes +5 + any worn armor bonus. Water ring
considered 2 ranks lower for movement. Must make a
Athletics/Agility roll 20 or knocked Prone.

Disarm: 3 raises, 2k1 damage contested Str roll if


attacker wins, loser drops item. Items of weaker
material may break GM's discretion.

Dazed: -3k0 to all actions. Can only be in defense or


full defense stance. Earth roll of 20 during Reaction
Stage to recover. If roll is failed may attempt again
next round at -15 to the TN

Extra Attack: 5 raises Make an additional attack


Feint: 2 Raises For every 2 points you exceed armor
TN do additional point of damage to a maximum of
your insight rank x5
Guard: 0 Raises As a simple action -5 to your armor
TN to give +10 armor TN to another character.
Increased Damage: 1+ Raises Roll +1k0 additional
dice for damage for each raise.
Knockdown: 2 raises for 2 legged or 4 raises for 4
legged target. Normal damage, Contested str roll if
attacker wins loser is knocked prone.
Grappling: Always as a complex action
Jiujutsu/agility to initiate grapple ignoring TN for
worn armor. Initiator of grapple is in control at first
then contested jiujutsu/strength roll to each
participants turn to control grapple. Participant with
highest roll controls grapple may perform one of the
following actions.
Hit: Complex action do unarmed damage, cannot
raise for increased damage as there is no roll but free
raises can increase damage.
Throw: Complex action throw opponent within 5 feet
of yourself and they become Prone.
Break: Simple action you and the opponent are no
longer grappled.
Pass: Free action retain grapple and control.
Certain weapons allow you to grapple with them, use
weapon skill instead of jiujutsu and weapon damage
for Hit. If weapon user looses control of grapple
opponent gets 2 free raises to disarm.

Entangled: Can take no actions save a Str roll to


break free GM sets TN. Opponents may initiate a
grapple on an entangled without an attack roll.
Fasting: 1 day without food or water cannot regain
void points from sleep. 2 days +5 skill , physical traits
and spell casting rolls additional penalties for each
day without food or water. 2K1 damage for each day
past stamina rank until they get sustenance or die.
Fatigued: 1 day without rest +5 TN penalty skill,
physical Traits and spell casting rolls. Penalty
increases for each day without rest. After a number of
days with equal to stamina rank must make willpower
trait roll TN 20 every 2 hours or fall asleep.
Grappled: Participants in a grapple have an Armor
TN 5 + bonuses for wearing armor
Mounted/Higher: If mounted or 4 feet higher get +1k0
on attack roll on unmounted lower targets. Mounted
targets cannot go into full attack stance.
Prone: -10 Armor TN to melee attacks, Attack and
Defense stances only and no move actions. Cannot
attack with large weapons, others get -2k0 penalty to
attack. Simple action to stand up.
Stunned: Cannot take actions, Armor TN 5 plus worn
armor. Earth roll TN 20 reactions stage if failed
Stunned ends at the end of the next Combat Round.
Fear: Willpower roll + Honor rank versus TN 5+
5xFear Rank. Failed roll results in -Xk0 X is the rank
of the fear effect. A failed result of 15 or more results
in the character fleeing or cowers helplessly GM
discretion

Movement: Basic no penalty, Moderate: -1 water for movement min 1, Difficult: -2 water min 1possible
penalties for physical actions. pg 85

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