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Draw Steel Combat cheat sheet

Turn order, actions, and reminders. At-the-table reference for Draw Steel.

Draw Steel combat: 2d10 + characteristic, read against tier 1/2/3 outcomes. Main action + maneuver + move each turn. Heroic resources power your best abilities.

Initiative
  • Heroes act as a team on their turn; enemies act on the Director's turn.
  • At the start of combat, determine which side goes first (narrative or test).
  • Within a side's turn, characters can act in any order.
Action economy
  • Each turn: 1 Main Action + 1 Maneuver + Move (up to your speed).
  • Main actions: Attack, use an ability, Defend (gain temporary HP), Aid (grant an ally an edge on their next power roll).
  • Maneuvers: Catch Breath (spend a Recovery to heal), Grab, Knockback, Make or Assist a Test, Hide, Search, Drink a Potion, Stand Up.
  • Free maneuvers: some abilities grant free maneuvers (costs no maneuver slot).
  • Free strikes: triggered when an enemy moves out of your reach (like opportunity attacks). Uses your reaction.
Power roll (attack)
Roll
2d10 + characteristic
Tier 1
Total ≤ 11: weakest outcome
Tier 2
Total 12-16: moderate outcome
Tier 3
Total 17+: strongest outcome
Critical
Natural 19-20 on the 2d10: automatic tier 3 + extra benefit
  • A single edge adds +2 to the roll; a single bane subtracts 2 (from advantages, abilities, terrain, conditions).
  • Edges and banes cancel 1:1 first.
  • A double edge (net two edges) raises the result one tier instead of adding more; a double bane lowers it one tier.
Damage
  • Each ability tier lists its damage. Higher tier = more damage + secondary effects.
  • Damage types: fire, cold, lightning, poison, psychic, holy, corruption, untyped.
  • Resistances and immunities reduce or negate specific damage types.
  • Forced movement (push, pull, slide) does not provoke free strikes.
Stamina, Winded, and Dying
Winded
Stamina drops to half or less: some abilities become unavailable; enemies may gain bonuses
0 Stamina or lower
Dying: you gain the Bleeding condition and can still act, but you die if Stamina reaches negative your Winded value
  • No death saves: a dying hero can still act, taking main actions and triggered actions, but is Bleeding until healed back above 0 Stamina.
  • You die when your Stamina reaches negative your Winded value, not at 0.
  • A dying hero can't Catch Breath (that maneuver is unavailable while dying); an ally's heal or ability restoring your Stamina is what ends the dying state.
Heroic resources
  • Each class has its own resource: Censor Wrath, Conduit Piety, Elementalist Essence, Fury Ferocity, Null Discipline, Shadow Insight, Tactician Focus, Talent Clarity, Troubadour Drama.
  • Gained at the start of each turn, plus class-specific triggers during play.
  • Spent to power your strongest abilities.
Conditions quick reference

See the conditions table below for all status effects and their one-line rules.

Conditions (Draw Steel)
ConditionEffect
BleedingLose 1d6 + your level Stamina after you take a main action, a triggered action, or a Might/Agility roll, until treated or you die
DazedCannot take triggered actions or free triggered actions
FrightenedCannot willingly move closer to the source; power rolls against the source take a bane
GrabbedSpeed is 0; the grabber can move you with them
ProneMelee attacks against you gain an edge; standing up is a maneuver
RestrainedSpeed is 0; attacks against you gain an edge; your power rolls take a bane
SlowedSpeed can't exceed 2
TauntedDouble bane on power rolls against targets other than the taunter
WeakenedPower rolls take a bane
Common mistakes
  • Heroes rarely whiff: even tier 1 usually does something. Do not treat tier 1 as a miss.
  • A single edge or bane is +2/-2, not advantage/disadvantage. They cancel 1:1, and a double edge or bane shifts the tier instead of adding more.
  • Critical hits (natural 19-20 on the 2d10) are automatic tier 3, not extra damage on a lower tier.
  • Winded is a real state with mechanical consequences, not flavor text. Track it.
  • Forced movement never provokes free strikes.
  • Recoveries are limited per day: do not let players spam Catch Breath without tracking.

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