WFRP1 Combat Cheat Sheet

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A quick reference to combat in WFRP1

Transcript of WFRP1 Combat Cheat Sheet

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WARHAMMER FANTASY ROLEPLAY COMBAT CHEAT SHEETInitial Setup1. GM sets up the board2. Initial Initiative determination is made.Initiative and Surprise1. Each characters Initiative will be modified by the gamesmaster based upon various predetermined and random factors, resulting in each characters Effective Initiative (EI).2. Surprise When surprised by an opponent (typically though ambush), the surprised characters will find their EI reduced by a certain amount.Turn Sequence1. Each player announces actions; NPCs follow suit.2. The GM will randomly determine modifiers to EI.3. All of the declared actions will occur in descending EI order.4. Characters with multiple attacks will take each attack in EI/A intervals.Combat Actions1. Move: (MOVING)2. Charge: Characters who are not otherwise engaged may initiate combat by charging. To do this, characters must be within their move score, in yards, from the target of the charge. Following the movement to contact, charging characters receive a +10% modifier to WS scores for the first blow they strike in combat.3. Missile: Characters who are not already engaged in hand-to-hand combat may fire a missile weapon. Only one missile attack may be made per turn (there are some exceptions).4. Combat: Characters engaged in hand to hand combat may strike as many blows as they have attacks.5. Magic: (MAGIC)6. Take-up actions vary based upon the object being taken up:a. Two handed weapons and bows of all sorts will take a complete round to draw. If the bow is not loaded then loading time must be added as well.b. Shields and bucklers take a round to ready for use if not already strapped to an arm.c. Hand weapons will apply a -10 EI penalty if the weapon is a knife or dagger, -20 EI if it is larger than that.d. Pack items take 1 round to open the pack, plus a random amount from 1 round to the total amount of ENC in the pack divided by 30.e. EI lost from take-up actions is taken into account after working out the multiple attacks; characters may lose attacks as a result.Hand-to-Hand Combat1. Roll D100 to hit. If roll plus modifiers is less than or equal to WS, you hit.2. Roll D6 plus your S score, your targets T score, as well as all other modifiers to determine damage3. Determine hit location by reversing the D100 roll.4. Deduct armor value from damage.5. Subtract remaining damage from targets W.6. If a Critical Hit is scored, roll D100 and consult the critical hit tables.7. If the attacker misses and rolls doubles, a fumble has occurred, requiring consultation with the Critical Fumbles table.

Parrying1. Roll D100 to parry. If roll plus modifiers is less than or equal to WS, you parry.2. Roll D6 to determine how much damage the parry absorbs.3. Regardless of your result, you lose your next attack this round. If you have used all of your attacks, you cannot parry.Unarmed Combat1. Combatants who normally use weapons (to include all PCs) suffer a -20% modifier to hit and -3 modifier to damage.2. All unarmed attacks are considered to be to stun. They will not suffer an additional -20% to their WS.3. Metal armor provided double the normal amount of armor points against unarmed attacks. Leather armor provides an additional point of protection against unarmed attacks.4. Grapplinga. A character can elect to grapple rather than cause damage. The -20% modifier to WS still applies. If the attack is successful, the opponent must make a successful Dexterity test or be immobilized in the hold.b. Once the opponent is held, both characters count as prone targets, and neither may undertake any action except maintaining or resisting the hold. While the hold is maintained, each combatant must make a Strength test every round:i. If both succeed or fail, the hold is maintained and nothing else happensii. If the holder succeeds and the held character fails, the holder has the option to apply pressure, causing damage as a normal unarmed blow.iii. If the holder fails and the held character succeeds, the hold is broken and the held character escapes.Stuns1. If you are attempting to stun an opponent, may do so at a -20% modifier to WS.2. If you hit successfully, multiply the damage you otherwise would do, not counting Ulrics Fury, by 5. If you roll equal to or lower than that number on a D100, you have stunned the opponent.3. Any damage caused by Ulrics Fury is calculated as wounding damage.Winning and Losing1. At the end of the round, it is necessary to calculate who is winning each hand-to-hand combat.2. In a straight one-on-one combat, the character who caused the most damage is said to be winning. This results in a +10% modifier to the WS roll for the next turn only.3. If multiple characters are engaged in hand-to-hand combat with each other, then the side who has caused more damage will all receive the benefits of the winning.4. Losing characters must retreat 2 yards away from the winner. Winning characters may press their attack and move with the loser.

Fleeing1. Characters can flee voluntarily or be forced to by other circumstances. Characters who choose to flee do so by declaring that as their action that round. Characters who are forced to flee do so as their action in the next round.2. Fleeing characters turn their back to the enemy and move away. Unless otherwise specified, characters can choose to flee at cautious, standard, or run rates, but will usually run.3. Characters fleeing from combat are open to attack. Each opponent can strike one blow at their back, no matter how many Attacks they have and regardless of normal turn sequence. Those attacking the fleeing character gain the +10% modifier to WS for winning, if they have not already qualified for that bonus. The fleeing character may not parry or use a shield. Armor protects as normal.4. During the round in which an opponent flees, the victor must remain stationary-or at least do no more than turn to meet a fresh charge or continue to fight normally if engaged by another opponent. The attack against the fleeing character is free, and the victor may make the normal number of attacks against any other opponents.Missile Fire1. There are three phases to Missile Fire: Draw/Load, Aim, Fire/Throw. Each missile weapon specifies how much time each of these actions take.2. Roll D100 to hit. If the roll plus modifiers is less than or equal to your BS, you hit.3. Hit location is determined by reversing the D100 roll.4. Damage is calculated by rolling D6 and adding the ES of the weapon, subtracting the targets T and armor value.5. If a critical hit is scored, roll D100 and consult the critical hit tables.6. Shooting into hand-to-hand combat and groupsa. When shooting at a target who is engaged in melee combat, if the shooter rolls equal to or less than his BS, he hits his intended target. If he misses, there will be a range of 5% per additional creature in melee where the shooter may accidentally hit one of the other characters at random. (Example: Someone with a BS of 30 fires at a goblin who, along with three of his friends, is attacking a fellow party member. On a 01-30, the shooter hits the intended target. On a 31-50, the shooter will hit one of the other three goblins or his fellow, determined at random by the gamesmaster.b. When shooting at a group, but not a specific target, the shooter gains a +5% modifier to their BS and the gamesmaster will determine which member of the group is hit at random.7. If the attacker misses and rolls doubles, a fumble has occurred, requiring consultation with the Critical Fumbles table.Additional Damage (Ulrics Fury)1. When a creature rolls 6 on their damage die, they may cause additional damagethe gift of Ulrics Fury.2. The character rolls D100 a second time. If the number rolled is equal to or less than the characters WS/BS (as appropriate), additional damage is caused. Another D6 is rolled and the result added to the first die roll.3. If the second die roll is also a 6, do not make another WS/BS test, merely roll another D6 and so on until a number less than 6 is rolled.4. Damage is calculated the same as normal damage.5. Luck may not be used to cause additional damage.Wounds and Recovery1. Wounds fall into three different categories:a. Light: the character has 2 or more remaining Wound points.i. Lightly wounded characters will recover naturally, given enough time to rest.ii. Lightly wounded characters recover at the rate of 1 Wound point per day of complete rest. Characters who rest for a week recover an additional number of Wound points equal to their Toughness score.b. Heavy: the character has less than 2 remaining Wound points, but has NOT suffered any critical hits.i. Heavily wounded characters will not start to recover naturally until a surgeon or healer has treated them.ii. After a successful Surgery or Heal Wounds skill use, the character recovers as per lightly wounded characters.c. Severe: The character has suffered one or more critical hits.i. Severely wounded characters will probably need attention by a healer in order to survive long enough to reach a surgeon.ii. Each critical hit will explain the particulars of the injury.2. Healing Modifiersa. Healers can increase the daily healing rate to their patients Toughness score.b. Surgeons can increase the daily healing rate to three times their patients Toughness score. These rules are 1986, 1987, 1989, Games Workshop, Ltd.They are intended for personal use only and do not constitute a challenge to the copyright.