A percentile game with success levels, advantage and a quality on every weapon rewards a table that can check a number without leaving the scene. Three A4 pages do that.
Core rules: the percentile test, success and failure levels, difficulty modifiers, advantage in combat, opposed tests, damage against toughness and armour. Character creation: species, career and class, characteristics, skills and talents, trappings, in the order a blank sheet asks for them. Advanced: conditions, weapon and armour qualities and flaws, critical wounds, corruption and mutation, and changing career.
The three pages are a list of sections with editable headings and bodies, so the summary ends up describing the game you actually run: the criticals you use, the ones you skip, and the ruling on advantage everybody argues about.
A4 at 300 DPI, a PNG per page or one PDF, in grim fantasy dress. Unofficial and unaffiliated: the summary contains no Games Workshop material and is endorsed by neither Games Workshop nor Cubicle 7. A handbill from the same world is a Poster, and the tavern board it hung beside is a Menu.