Cheat Sheet

Checks core:46

A Check is named after the relevant stat. To resolve it, roll 2D10 and add that stat — for example, a Courage Check means roll 2D10 and add your Courage stat.

Some checks have a Target Number (TN) — the total you must equal or beat to succeed. For example, a Courage Check (TN12) requires your 2D10 + Courage to be 12 or higher.

Turn Phases core:47

  1. Initiative Phase — Each player rolls 2D10; highest = Primary Player. Double 1s or 10s trigger an Unexpected Event or Encounter.
  2. Primary Player Phase 1 — Activates up to half their force, rounding down.
  3. Monster Phase — All monsters activate. Skip if none.
  4. Secondary Player Phase — Secondary player activates all units. Additional players in descending initiative order.
  5. Primary Player Phase 2 — Primary player activates all remaining units.

Actions core:52

Each figure performs 2 actions per turn but may only Move once.

Move —
Move inches equal to Speed stat.
Shoot —
Fire weapon; mark with token until reloaded.
Reload —
Reload one firearm. Two pistols need two Reload actions.
Investigate —
In contact with a clue; no enemy within 1".
Sprint —
Sprint Check ≤10: +2" move. 11+: +4" move.

Melee is triggered by moving into base contact via Move or Sprint. Backing Off does not cause Melee.

Movement core:53

Difficult Terrain

Bogs, mud, ruins, ice, underbrush. Movement is halved unless specified otherwise.

Jumping

Horizontal gaps: movement is halved when jumping (Speed 6 can jump 3"). Sprinting can increase jump distance. Figures can jump down 3" but must end on the ground. Failing a jump triggers a Fall.

Example: Speed 6, 5" movement left, sprint roll 4 (+2"): total 3.5" toward a 4" gap — fail, falls.

Falling

When damaged within 1" of a drop: Speed Check (TN12). Fail → falls from closest point.

  • ≤3" — no damage
  • >3" — 1D10 damage
  • >6" — 2D10 damage
  • >9" — 3D10 damage (continues per 3")

Mounted figures take double fall damage.

Melee core:58

Melee Check ≥ target's Defence = hit. Fatigue Tokens lower both Melee and Defence by −1 each.

Damage

Use the Power Die or Skill Die as specified by the weapon.

Enemy Action

Strike Back — Enemy attacks the active figure; attacker must then Back Off if it survives.

Back Off — Move 2" away from the attacker.

Forced Attack

Moving within 1" of an enemy lets the enemy Force the Attack: both move into base contact and the active figure performs Melee. Monsters always Force if able. Figures with 2 Fatigue Tokens cannot Force.

Fatigue Tokens

Both figures gain 1 token after combat. Max 2 per turn. Each token: −1 Melee, −1 Defence. All tokens lost at end of round.

Distractions

A friendly figure within 2" of an enemy may spend an action to give the enemy a Fatigue Token, ending its turn immediately.

Shooting core:60

Accuracy Check ≥ target's Defence (with modifiers below) = hit.

Target may react:

  • Return Fire — if weapon loaded and in range
  • Dive for Cover — move 2" not in LoS and ≥6" from any enemy
  • Do nothing

Most monsters don't react. Monsters with guns Return Fire; some Dive for Cover.

Shooting Modifiers
ConditionMod
Shooter moved this activation−1
Target in cover (legs/torso/head obstructed)−1
Shooter is mounted−2

Critical Hits & Failures core:63 optional

Critical Hit — Both dice = 10. Target takes +2 damage. Melee: target must Back Off. Shooting: target cannot react.

Critical Failure — Both dice = 1. Fate Dice cannot alter this roll. Melee weapon → counts as Improvised for the rest of the scenario. Ranged weapon → cannot fire.

Cavalry core:65

Requires Combat Rider attribute. Cannot investigate clues or fire Volley Guns. −2 Shooting penalty when mounted.

Dismount — Uses the Move action. Cannot remount once dismounted.

Movement — Speed 8". Same rules for Difficult Terrain and Jumping. Cannot enter structures or climb; can jump ≤0.5" obstacles. Fall damage is doubled.

Melee (attacking) — +1 Melee, +1 Damage.

Melee (vs unmounted attacker) — Cavalry gain +1 Defence; unmounted attacker must always Back Off.

Melee (both mounted) — Standard rules apply.

The Fate Pool core:69

Standard pool: 2 Power Dice · 2 Skill Dice · 1 Monster Die

Reroll

Reroll any die; keep new result only if higher. Once per action per figure. Power/Skill dice only affect their own type. Cannot Reroll a Reroll.

Negate Damage

Roll D10. On 10: all damage ignored. Otherwise: result ÷2 (round up) = damage negated. Once per action. Cannot be Rerolled.

Quick Reload

Spend a Power or Skill die to Reload without using an action (allows Move + Quick Reload + Fire). Once per Activation.

Monster Dice

Affects Monster rolls only:

  • Change result of a Monster check (worse results ignored)
  • Reduce damage a Monster takes (see Negate Damage)
  • Change a Monster's target (another figure or Clue Marker)

Only one player can affect a Monster per activation — first to declare gets priority.

Terror Checks core:67

Courage Check − Terror value. 11+ is the best outcome. If already suffering a failed check and a new one is failed: take the worse result (terror only worsens).

TotalResult
≤2Collapse — Removed from table; roll on Madness Table after game.
3–4Paralysed — Ends turn; no action next activation. Each subsequent activation: Courage Check (TN14); pass = Shaken instead.
5–6Shaken — −1 to all checks for rest of game.
7–8Stunned — Ends turn; −1 to all checks until end of next activation.
9–10Distracted — −1 to all checks until end of next activation.
11+No effect. Unfazed.

Monster Actions core:73

Lowest HP activates first. Ties: Primary Player picks.

  1. Weapon unloaded? Yes → Reload (move action). No → proceed.
  2. Loaded weapon + soldier in range/LoS? Yes → Shoot closest; reload if hasn't moved. No → proceed.
  3. Soldier in LoS? Yes → Move full speed toward closest; melee if base contact. No → Move toward closest Clue Marker; if none, toward closest soldier regardless of LoS.

Monsters always Return Fire (if loaded) or Strike Back (melee). Never Back Off or Dive for Cover.

Necromancer Actions italy:33

On activation, check nearest player figure distance — this attribute activates before any other action:

  • Within 24" → use Raise the Dead
  • Over 24" → use Dark Gift

Reactions (Acolyte / Il Negromante only): Dive for Cover when targeted by shooting; Back Off if surviving melee.

Unexpected Events core:49

Triggered on double 10s in the Initiative Phase. Gain 1 Skill or Power Die.

RollEvent
1Rain — All shooting −2.
2Fog — Max line of sight 10".
3Wail of Terror — All units make a Terror Check (−0).
4Deluge — −4 to all shooting, −1 movement speed.
5Artillery Strike — Each player rolls; add +2 per Artillerist. Highest result targets one non-Officer enemy unit; that player rolls 1 die and takes damage equal to roll.
6Wheel of Fate Turns — No Power or Skill dice from Fate Pool this turn. Monster dice unaffected.
7Strength of the Faithful — Units with a Holy Symbol regain up to 3 HP.
8Powerful Enchantment — All units: Courage Check (TN10) or cannot attack.
9Mysterious Movement — Each player picks two opposing models and swaps their positions.
10Lucky Find — Both players equip a Special Armoury item to one unit for the scenario.

Unexpected Encounter Table core:50

Triggered on double 1s in the Initiative Phase. Gain 1 Monster Die. Monster Phase occurs before Primary Player Phase 1.

RollEncounterRollEncounter
2Demon12Hobgoblin
3Troll13Dark Wolf
4Black Dog14Living Scarecrow
5Possessed15Changeling
6Goblin16Living Armour
7Ghoul17Pixie
8Vampire Bat18Ghost
9Revenant19Werewolf
10Bandit20Vampire
11Cultist

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The Silver Bayonet was created by Joseph A. McCullough, with supplements by Ash Barker and T.C. Stephen, and is published by Osprey Publishing. All game content and rules data remain the property of the authors and Osprey Publishing. Gothic Garrison is not affiliated with or endorsed by them.