- Roll D12 + modifier; 7+ succeeds (unless a rule states another threshold, e.g. 9+).
- Each ±1 shifts success by ~8%.
- Advantage: roll 2D12, take the higher. Disadvantage: take the lower. Both at once cancel.
| Attr | Base | Role |
| Might (M) | 0 | Assault + Fire defence |
| Aim (A) | 0 | Fire |
| Valour (V) | 0 | Panic; Initiative; Leader |
| Ward (W) | 0 | Damage reduction |
| Pace (P) | 0 | +1" on first Move of an Act |
| Endurance (E) | 6 | Damage before OOA |
M/A/V raise to +3 (5 Supplies/pt). Character = 50 Supplies; Oathband = 600.
Deeds (3 per Act)
| Deed | Cost | Lim | Notes |
| Move | 1 | – | 3"+Pace first, then 3". +1 Deed in Difficult Ground |
| Assault | 1 | 1 | Melee within 1"; blocks Fire |
| Fire | 1 | 1 | Ranged weapon; blocks Assault |
| Aim | 2 | – | Advantage on a Fire this Act |
| Climb | 2 | 1 | Move 3" vertically |
| Guard | 1 | 1 | Ends Act; +1 Ward until next Act |
| Hide | 1 | 1 | Behind cover, out of LoS → Hidden |
| Stand | 1 | – | Rise from Knocked Down |
| Use | 1 | – | Item or world object |
| Situation | Effect |
| Charge (caused Assault this Act) | +1 Might |
| Group Assault (per ally in base contact) | +1 Might each |
| Close Fire (target ≤6") | Advantage |
| Moving Target (per Move by firer/target) | −1 Aim |
| High Ground (>2" above foe) | +1 Might, +1 Aim |
| Cover | −2 Aim |
| Shrouded (beyond Sight) | −2 Might, −2 Aim |
| Crowded Target (foe ≤1" of another) | Random target hit |
| Unarmed Assault | −2 Might, −2 Damage |
Assault/Fire: both roll D12 (+Might / +Aim vs +Might); winner deals the margin, less Ward.
| Weapon | Lore | Sup |
| Hand Weapon | — | 10 |
| Knife | Worn, −1 Dmg | 10 |
| Mace | +3 Knock Down, −1 Dmg | 10 |
| Staff | +1 Assault Ward, −1 Dmg | 10 |
| Pole | 1" Reach | 25 |
| Heavy Hand | +2 Dmg, Two Handed | 20 |
| Heavy Mace | +1 Dmg, +3 Knock Down, 2H | 20 |
| Heavy Pole | +2 Dmg, 1" Reach, 2H | 35 |
| Weapon | Lore | Sup |
| Thrown | 6" Range, Quick | 5 |
| Hunting Bow | 24", Aimed, 2H | 15 |
| Short Bow | 18", Quick, −1 Dmg | 20 |
| War Bow | 24", +1 Dmg, Aimed, 2H | 20 |
| Greatbow | 30", +2 Dmg, +1 Aim, Aimed, 2H | 40 |
| Armour | Effect | Sup |
| Light | +1 Ward | 20 |
| Medium | +2 Ward | 40 |
| Heavy | +3 Ward, −1 Pace | 50 |
| Item | Lore | Sup |
| Bandage | +2 Restore, 1 use | 5 |
| Helmet | +1 Endurance | 10 |
| Horn | Call to Valour, 2 Activate | 10 |
| Rope | Deploy, Descend, 1 use | 10 |
| Shield | +1 Ward, Off-Hand | 10 |
| Torch | 3" Light, Off-Hand, Throw | 10 |
| Oath token | +1 Valour | 10 |
| Cloak | −3" Sight | 15 |
| Banner | Off-Hand, Take Courage | 25 |
Slots: 1 Armour · 2 Weapon · 3 Item. Hoard = 2× characters.
| Status | Effect |
| Out of Action | E below 0 → removed |
| Wounded (4 cum. dmg) | −1 Pace/Might/Aim till next Trial |
| Knocked Down (4+ in one hit) | Stand before acting; −1 Might |
| Tired | Acted this Turn; clears end of Turn |
| Shaken | −1 Might, −1 Aim next Act |
| Panicked | Flees to nearest edge |
| Hidden | Unshootable behind cover; +1 M/A if Turn begun Hidden |
| Infirm | −2 Endurance till next Trial |
- Trigger: a side loses ≥ half its start (round up) to OOA — everyone checks; and again per further loss.
- Check: D12 + Valour − allies lost this Trial; 7+ passes.
- Fail → Shaken → (fail again) Panicked. Pass while Panicked → back to Shaken.
| Light | Sight |
| Black Night | 0" |
| Gloom | 6" |
| Grey Light | 12" |
| Daylight | 18" |
| Full Sun | 24" |
Then apply Shifting Light + Weather. Roll Season → Time → Light → Weather before each Battle.
| D12 | Result |
| 1–2 | Ill Ground — pass a Panic check |
| 3–4 | Gone Before You — remove 2 Waymarks |
| 5–6 | The Land Takes — lose Equipment |
| 7–8 | Old Camp — check; D12×5 Supplies |
| 9–10 | Weary One — recruitable survivor |
| 11–12 | Oathsong — +1 Vow progress |
Place D12÷2+1 (min 2, max 7), ≥9" apart; D12+6" from centre. Spend a Deed within 1".
| Injury (D12) | Result |
| 1–2 | Death |
| 3–5 | Grievous Wound (−1 attr, Infirm) |
| 6–8 | Injured (Infirm next Battle) |
| 9–12 | Full Recovery |
Battlefield Finds: 2D12 (Adv/Disadv on Major Trial) +modifiers, ×10 Supplies. 5 Vows = a Station → +1 Renown & Legacy.
Blessings (choose 3; 1 use each)
- Lanhesir's Lantern — ignore low-light Sight, 1 character, 1 Act.
- Wyrsel's Turn — reroll any die (accept 2nd).
- Auruin's Stroke — one hit ignores Ward.
- Maelis's Calm — ignore a Panic result.
- Enlaith's Shelter — OOA → 1 Endurance instead.
- Cuthelir's Step — free Move Deed any time in the Turn.
- Brael's Mercy — reduce one hit's damage by 3.
- Coluin's Voice — all Pilgrims use highest Valour till end of Turn.