WFRP 1ed Advanced Combat
WFRP 1ed Advanced Combat
WFRP 1ed Advanced Combat
COMBAT
INITIATIVE AND SURPRISE
HIDING AND AMBUSH
To remain hidden a character must roll below his Initiative and his Cool minus the enemies Initiative.
1. Concealment skill adds +20
2. Shadowing adds +10
3. Silent move adds +10
If the character is not detected he will get a free round of combat when he attackes.
To hit modifiers
Charging +10
Advantage of higher +10
ground
Winning +10
Obstacle -10
Using a weapon wrong -10
handed
Unarmed 0
Throw or knockdown
Strength Vs. Strength test. If the attacker wins he throws his opponent to the
floor causing d6-1 damage (with the above modifiers). Unless the opponent can
make a I test to land on his feet or roll upright taking half damage. In addition
the opponent must make a toughness test or be prone for one round and may
only parry for D4 rounds and cannot dodge until upright.
Disarm
This also requires strength vs. strength test. If successful the opponent must
make a Dex test or lose his weapon. In addition he takes half damage to his arm
and the weapon scatters or the attacker can take the weapon from him but no
damage is caused.
Strangle
As usual this requires strength vs. strength to maintain the hold. The attacker can
choke his victim to death the victim loses D3 wounds per round automatically, if
using a garrotte the victim loses D3+1 wounds. No armour counts.
Attack reversal
Eye gouging
Biting
Scratching
Critical hits
Armed opponents
Street Fighting and Bare Knuckle
boxing
Normal WS to hit –3 damage
Armoured opponents count as +1 AP
Street fighting skill has a +10 WS bonus, and damage is -2
All blows are strike to stun (dislike this idea)
Stamina
Grabbing and holding on to the opponent to slow things down.
Player chooses how much strength he uses in a punch before he rolls to hit. The
more strength he uses the more tired he gets.
The same could be used for attacks, the more attacks used the more tired he
gets.
Fatigue= each wound lost is the penalty to percentage skills, so a pc loses 5
wounds = -5% to all skills
Punch
+10 to hit –1 dam
Head butt
-10 to hit +1 dam
Kick
No modifiers
Critical Hits
Improvised attacks
Fist fighting; add one attack-off hand, half attacks, rounding down, is off hand or
kick. Head butt
Required skill
Sword, Cutlass None
Mace, hammer, club None
Axe None
Knife/dagger None
Spear None
Improvised weapon None
*Spears and halberds receive +10 initiative bonus during the first round of combat and during subsequent
rounds if the user is winning. If their opponent is mounted, they receive a +20 Initiative bonus during the first
round of combat and subsequent rounds if winning.
**Against aerial opponents only
***The lance is only fully effective when mounted and charging. In all other circumstances the butt end of the
lance is used with the same effect as a club.
**** Fire damage. If a 4 is rolled on a D4 then additional fire damage is caused if the player rolls below 10%.
Only flammable targets can be set of fire.
Spears
With no skill counts as a hand weapon
With Polearms- can thrust (+1 str) and use butt (+10ws –1 str)
Halberds
With no skill counts at half WS
With Polearms can use as a spear (thrust and use butt)
With two-handed weapons can use as two-handed axe
Billhook
With pole arms can use as spear
Hook opponents over or off horses
+10% to leg sweep
Pike
Duelling/fencing
Rapier, Foil, Epee and Sabre
Garrotte
ARMOUR
Leather Armour
Counts as 1AP except against piercing weapons. However if an opponent rolls a
critical hit (a roll of a 6 on a D6) leather armour counts as zero.
If worn under other types of armour it counts as zero. But is needed to make
plate armour comfortable.
This applies to all types of leather armour (Gambeson, studded leather, etc).
Armour type Location A Penalties Cut Pierce Blunt Enc Avail Cost
P
Leather Cap Head 1 -5 Initiative 0 -1 0 Average 5
Leather coif Head 1 -5 Initiative 0 -1 0 10 Common 6
Leather hood Head 1 -5 Initiative 0 -1 0 Scarce 8
Leather jerkin Body 1 0 0 -1 0 40 Common 12
Leather Jacket Body/Arms 1 0 0 -1 0 50 Common 17
Leather Legs 1 0 0 -1 0 Average 12
Leggings
Leather gloves Hands -5 Dex 0 -1 0 5 Common 5
Chainmail Armour
Counts as 2AP except against blunt weapons.
Scale armour or splint mail is the same as Chainmail.
Must be cleaned with vinegar and sand or it will rust.
Full Plate
Counts as 3AP against weapons except blunts weapons.
Cannot be worn over Chainmail as it already includes it.
Must be worn over leather (Another 25GC’s for full suit of leather)
Must be cleaned with vinegar and sand or it will rust.
There were 24 pieces of armour to a full suit and it weighs 27 KGs
Shields
If standing still the shield counts as x2 versus missile weapons to the front of the
character only.
Shield breakage
ALL ARMOUR LOSES AN ARMOUR POINT WHEN HIT BY A CRITICAL HIT
Shields
Shields give +20% WS to parrying and a character can parry as many times as
he has attacks. A shield parries all hand-to-hand combat damage.
Shields no longer give ‘1AP on all locations’, instead the character gets an extra
Attack with his left hand with which he can parry or bash with his shield.
All missile shots can be parried with a shield, the character can try to parry as
many as he likes (as long as they are to his front or left). The parrying represents
how quickly and how effectively the character raises his shield and deflects the
missiles (the Character still gets +20% to his WS to parrying missiles).
A shield parries 2D6 points of damage done by Aroows, Bolts and thrown
weapons. However a shield only parries D6 points of damage done by Gunpowder
weapons.
MISSILE FIRE
COMBAT PROCEDURE
DRAW/LOAD
AIM
FIRE/THROW
HIT LOCATION
DAMAGE
HITS AT LONG RANGE ARE –10 TO HIT AND CAUSE ONE LESS POINT OF
DAMAGE.
HITS AT EXTREME RANGE ARE –20 TO HIT AND CAUSE TWO LESS POINTS OF
DAMAGE.
TOUGHNESS AND ARMOUR DEDUCTIONS ARE MADE AS NORMAL
ADDITIONAL DAMAGE
CRITICAL HITS
To hit modifiers
Firing at a small target -10 Generally, anything under 1’ high and long counts as a small
target
Firing from a moving mount -10 Such as a wagon or horse
Firing at a running target -10 Target moving at full running speed.
Throwing improvised -10 Such as stones, pottery, chairs, etc
weapon
Target in soft cover -10 Target is partially hidden by vegetation, woods,
Target in hard cover -10 Target is partially hidden by stone or brickwork, walls or
battlements
Firing at long range -10
Firing at extreme range -20
Firing at large target +10 Anything over 8’ tall (giant, ogre, troll etc)
ORDINARY AND SPECIALIST WEAPONS
Unskilled characters have half ballistic skill
Reloading gunpowder weapons without specialist weapon-firearms must make an Int test to load. Risk
test (failure of 40 or more roll on critical fumble chart)
Strike to injure
Skill Required. Must have Strike To Injure.
This is aimed at a particular location on the body.
1. First the attacker chooses the hit location, then rolls to hit but has a –10%
chance to hit.
2. The character then rolls to damage. If a 6 is rolled to damage then roll the
D6 again, then damage is calculated as normal.
3. The opponent can dodge and parry as normal.
4. Calculate damage as normal but don’t subtract any wounds. Instead look
up the number on the critical hit table.
Strike to stun
Skill Required. Strike to Stun or –20% to hit
This is an attempt to stun your opponent by either a punch with a hilt, a shield
bash, an upper cut, a kick to the groin or an elbow smash.
1. Roll To hit. The attacker has –20% to hit if he doesn’t have the skill. It
automatically hits the head or groin, so only armour in these locations
counts.
2. No wounds are lost (unless a 6 is rolled). Calculate wounds as normal, but
multiply the result by 5% to give a chance of stunning. The attacker can
add 20% if he possesses the Strike to Stun skill. If the target is prone, he
is hit automatically and strength is doubled.
3. If successful the victim may only parry for the next D4 rounds, if the
victim didn’t parry or dodge the stun.
LEG SWEEP
Skill Required. Strike to Injure or –20% to hit
This can be performed with a leg or weapon, the idea being to floor your
opponent.
1. Roll to hit as normal (the character has –20% to hit if he doesn’t have
Strike to Injure skill).
2. This automatically hits the legs (equal chance of either) so only leg armour
counts. No wounds are lost (unless a 6 is rolled). Calculate wounds as
normal, but look up this result on the critical hit table (e.g. 1-16).
3. The victim can parry and dodge as normal.
4. The effects apply immediately with no wounds lost. If a 6 is rolled, the first
D6 is ignored and the second D6 takes off wounds as normal.
STRIKE DEATH BLOW
Skill required. Must have strike mighty blow.
This attack is usually a powerful cleave or a powerful lunge hoping to finish your
opponent with one unblockable attack. The down side is if you miss you are over
balanced and an easy target. This is best used against stunned opponents.
1. To use this skill the attacker has a normal chance to hit with the usual
modifiers, but his strength is multiplied by the number of attacks he has!
2. The victim may dodge and parry this as usual. The down side is the
attacker cannot parry or dodge in the next round due to being off balance.
Flurry
Skill required. None
This is a rain of blows whirled in an arc aimed to put your opponent on the
defensive, or to try and get past his tight defence. These blows aren’t aimed with
much force, but hopefully one blow might cause some damage. The other names
for this move in computer games are critical edge, press attacks, frenzied attack
or limit break. The attacker has twice as many attacks as usual, but one of these
must be a normal unarmed attack (a kick, punch or even a head butt). If the
attacker is ambidextrous he still only gains one attack after multiplying his
attacks.
All blows are half strength rounding fractions up. A roll of a 6 on a D6 will still
result in a critical hit. The opponent can dodge and parry as normal, but one or
two blows will probably hit him. The attacker cannot dodge or parry in the next
round due to being off balance.
On The Defensive
Dodging
All characters can dodge at half their initiative. Characters with the skill Dodge
blow can dodge at their full initiative.
If a character is better at dodging than parrying (i.e. the character has a better
initiative) then he may doge instead of parrying, but still looses attacks as
normal.
Parrying
Parries all damage instead of just 1D6. This really helps wizards and other non-
warriors.
Shields
Shields give +20% WS to parrying and a character can parry as many times as
he has attacks. A shield parries all hand-to-hand combat damage.
Shields no longer give ‘1AP on all locations’, instead the character gets an extra
Attack with his left hand with which he can parry or bash with his shield.
All missile shots can be parried with a shield, the character can try to parry as
many as he likes (as long as they are to his front or left). The parrying represents
how quickly and how effectively the character raises his shield and deflects the
missiles (the Character still gets +20% to his WS to parrying missiles).
A shield parries 2D6 points of damage done by Aroows, Bolts and thrown
weapons. However a shield only parries D6 points of damage done by Gunpowder
weapons.
Angry Mobs
These will probably try and grab an opponent. Realistically up to about 8 people can try to attack per
turn, half of them will be behind the character and so will get the +10% to hit and +1 strength bonus
(see above). As soon as a character is grabbed, and doesn’t mange to get free, he becomes prone. Even
if he does struggle free he still cannot attack that round. The character will probably spend a while
wrestling his way out of holds until he eventually goes down under a sea of bodies.
Missile weapons
Removing arrows and bullets.
Armour
Counts as double? Not against firearms.
Shields
If standing still the shield counts as x4
Speed
Strength
Determination (mind)
Anger controlled
Stamina, using strength wisely
Knife fighting
Punch daggers
Fist fighting; add one attack-off hand, half attacks, rounding down,
is off hand or kick. Head butt