5LFTB - Rules to Remember

-  Encumbrance : two weapons and either a shield, or a light weapon; one suit of armour and a helmet (p.60). Others can be in the Backpack, requiring the Ready Weapon non-combat Action to retreive it.  One can in particular think of Throwing Knives in this respect.

-  Followers cannot use Quality Weapons (p.60)

-  Maximum half move for characters intending to shoot (stationary if crossbow) (p.39).  If the shooter did not move, or is using Throwing Knives (p.61), add Combat skill to the roll (p.39).

-  Warband members shooting must engage the nearest visible opponent within 3", otherwise there are no target priorities (p.39).  Enemy ranged fighters have their own target priorities (p.39).

-  Limited Ammunition (p.39) does not apply to the first shot in the game, nor, I imagine, after benefitting from a Darts spell.

-  An enemy Leader will always opt to attack a Hero over a Follower (p.34)

-  There is a Keep Down ! non-combat Action, which can be coupled with a maximum 1" move (p.38)

-  There is an Anticipate non-combat Action, which can be coupled with a maximum 1" move (p.38)

 

-  When combat is joined, a warband member may choose a Tactic (p.40)

Counterattack is a combat benefit, which may also be triggered by superior circumstances (higher ground, defending an obstacle, opponent in difficult ground or water,...) (p.42)

Parry allows a natural 1 to avoid being Hit, including for an attacker fighting an opponent with Counterattack (p.42)

-  Only one Combat Bonus can be earned - either against a Stunned enemy, or from an Ally within 1".  An Ally offers no bonus in a confined space (p.42)

-  A defender that is unable to retreat becomes Stunned and causes another exchange to be fought, even if three already have been (p.42)

-  There is no need to overcome Armour of 0, even with a weapon that has a -1 Overcome Armour bonus (p.43)

-  Don't forget that many enemies have Armour, which then has to be Overcome

-  A character that has multiple sources of Armour, benefits from the highest rating +1 (p.62).

-  A roll beneath the Incantation Score of a spell does not cause a Strand to be spent, unless the roll was a natural "2" (p.46)

-  A Simple spell only expends a Strand on a natural "2" (p.46)

-  A "Full Round" spell lasts until the Tracking Phase of the following round (p.46)

-  During the Tracking Phase, roll 1D6 per enemy figure lost; a 1 or 2 removes another, with some exceptions for Leaders (unless Fearless).


-  Mystics only add +1 to Proficiency Tests, except [Alchemy] (p.52)


-  Will can be used to : add +2 to an incantation roll (p.46), to move an additional 4", to activate in the Quick Actions phase, to remove Stunned status and regain the initiative after an exchange, to add +2 to a Proficiency test

 

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