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WFRP 1ed Advanced Combat

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WARHAMMER FANTASY ROLEPLAY

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.

DODGING AND PARRYING


Characters without the Dodge Blow skill can dodge at half their initiative.
Characters with the Dodge Blow skill dodge at their full initiative.

Parrying with a weapon parries all damage.


Parrying with a shield has a +20% modifier and parries all damage
For more on shields see below.

To hit modifiers
Charging +10
Advantage of higher +10
ground
Winning +10
Obstacle -10
Using a weapon wrong -10
handed
Unarmed 0

PRONE AND STATIC TARGETS


A prone target is automatically hit and suffers double damage.
The Art Of Wrestling
Normal chance to hit, -3 damage
Street fighting normal chance to hit –2 damage
Wrestling Ws +10 to hit- 1 damage

Rugby Tackles or throw to floor


The attacker must be charging. He gets the usual +10 bonus to hit with the
above modifiers and has only one attack. If he hits the attacker has grabbed hold
and the opponent gets a Dex test or Strength test (not both) to get free. If this is
failed both combatants are brought down. No damage is done but both are
unable to perform any actions. In the next round the attacker can try to maintain
his hold and if successful can perform one of the moves below.

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.

Twist and break

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

WINNING AND LOSING


FLEEING
WEAPONS
UNSKILLED CHARACTERS HAVE HALF WS

Required skill
Sword, Cutlass None
Mace, hammer, club None
Axe None
Knife/dagger None
Spear None
Improvised weapon None

SPECIALIST WEAPONS INCLUDE THE FOLLOWING:

Buckler Specialist weapon-Buckler


Double handed flail Specialist weapon-Two handed weapons and Specialist
weapon Flail
Double handed weapon Specialist weapon-Two handed weapons
Fist weapons Specialist weapon-Fist weapons
Flail/Morning star Specialist weapon-Flail
Garrottes Specialist weapon-Garrotte
Halberd, trident, billhook, pike Specialist weapon-Pole-arms
Hand and a half sword or Bastard Specialist weapon-Two handed weapons
Sword
Lance Specialist weapon-Lance
Left-hand dagger Specialist weapon-Left hand dagger
Net Specialist weapon-Net
Quarterstaff Specialist weapon-Quarterstaff
Rapier/foil Specialist weapon-Fencing sword
Sword breaker Specialist weapon-Sword breaker
Whip Specialist weapon-Whip
WEAPON MODIFIERS
Weapon Initiative To hit Damage Parry Special Parry penalty
from inquisitor
Bastard sword -10 - +1 - -10/-15
Buckler - - -2 +20
Burning torch - -10 -2 +D4**** +10 Fire damage -20
Flail/Morning star - -10 +1 -10 -40
Halberd -10/+20* +1 - -15
Hand Weapon -Axe - - - - -1 AP to armour -15
Hand Weapon- - - - - +10 % to Stun -20
Hammer, club, mace
Hand weapon- - - - - +10% parry -10
Sword/cutlass
Improvised weapon -10 - -2 +10 -20
Knife/dagger +10 - -2 -20 -25
Lance +20 +10 +2 -20 -
Left hand dagger - - -2 -10 -15
Net - -10 - -10 Entangle opponent -
Pike +20/+30* +10 - - -20
Punch Dagger +10 +10 -1 -10 -30
Quarter staff - - -1 - +10 % to Stun -15
Rapier/foil +20 - -1 - +10% parry -10
Spear +10/+20* +10 - - Can be thrown -15
Sword breaker - - -2 -10 -15
Trident +10/+20* +10 - - Can be thrown -15
Two handed flail -20 -20 +3 -10 -30
Two handed weapon -10 - +2 - -15
Whip - -10 -2 -20 -50
Wooden club - - -1 - +10% to stun

*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.

Armour Location AP Penalties Cut Pierce Blunt Enc Avail Cost


type
Mail Coif Head 2 -10 +1 0 -1 30 Average 25
Initiative
Mail Shirt Body 2 0 +1 0 -1 10 Average 80
Mail shirt Body/Arms 2 -5 +1 0 -1 80 Average 95
(Sleeved) Initiative
Mail Legs 2 -5 +1 0 -1 60 Scarce 55/
Leggings Initiative pair
Mail sleeve Arm 2 -5 +1 0 -1 40 Rare 20/
pair
Mail Coat Body/arms/Legs 2 -10 +1 0 -1 80 Average 115
Initiative
Mail Gloves Hands -10 Dex +1 0 -1 10 Average 20

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

Armour Location AP Penalties Cut Pierce Blunt Enc Avail Cost


type
Great Head 3 -15 Initiative +1 0 -1 Scarce 21-30
Helm
Breast Body 3 0 on own, -5 Initiative if +1 0 -1 10 Scarce 70
plate worn with back plate
Back plate Body 3 0 on own, -5 Initiative if +1 0 -1 Scarce 50
worn with breast plate
Plate arms Arms 3 -5 Initiative +1 0 -1 40 Scarce 60
Plate Legs 3 -1M, -10 Initiative +1 0 -1 50 Scarce 70
Leggings
Gauntlets Hands 3 -15 Dex +1 0 -1 Scarce 30
Helmets

Armour Description A Penaltie Enc Cut Pierce Blunt Cos


type P s t
GC’
s
Light Pot helm, kettle 1 -5 30 +2 +1 0 2
helmets Initiative
Medium Helmet with cheek guards, 2 -10 40 +2 +1 0 10-
helmets Viking full helm Initiative 15
Heavy Full plate helm (great 3 -15 50 +2 +1 0 20-
helmets Helm) knights helmet Initiative 30

Pot helms give no bonus if worn over a mail coif


Characters wearing a medium helmet, heavy helmet, Chainmail coif or leather
coif cannot use Acute Hearing.
Wearing a Heavy helmet means a character cannot use Excellent Vision, and Fel
is reduced by –10 while wearing it.

Shields
If standing still the shield counts as x2 versus missile weapons to the front of the
character only.

AP Enc Avail Cost


Buckler 1 10 Average 2
Wooden shield (Unrimmed)* 1 50 Plentiful ½
Wooden shield (rimmed) 2 50 Commo 4-18
n
Wooden Kite shield 3 60 Average
Metal shield 4 70 Scarce 40

* Unrimmed shields may break. Whenever an Unrimmed shield is hit by a critical


hit it is destroyed if the GM rolls below the strength of the blow that hit it.

Shield breakage
ALL ARMOUR LOSES AN ARMOUR POINT WHEN HIT BY A CRITICAL HIT

IF A PIECE OF ARMOUR IS REDUCED TO 0 AP IT WILL BREAK.


ARMOUR CAN BE REPAIRED BY ANYONE WITH SMITHING AND ACCESS TO A FORGE
AND ANVIL.

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)

Short bow None


Normal bow None
Crossbow None
Javelin None
Spear None
Improvised weapon None
Repeating crossbow None
Blowpipe Specialist weapon- Blowpipe
Bolas Specialist weapon-Bolas
Crossbow pistol Specialist weapon-Crossbow pistol
Elf bow Wood elf only
Lasso Specialist weapon-Lasso
Long bow Specialist weapon-Long bow
Sling Specialist weapon-Sling
Throwing knife/star/axe Specialist weapon-Throwing Weapons

Arquebus Specialist weapon-firearms


Blunderbuss Specialist weapon-firearms
Duck-foot Specialist weapon-firearms
Duelling pistol Specialist weapon-firearms
Dwarf handgun Specialist weapon-firearms
Empire Handgun Specialist weapon-firearms
Henrilicus Salus Specialist weapon-firearms
Jezail Specialist weapon-firearms
Pike gun Specialist weapon-firearms
Pistol Specialist weapon-firearms
Swivel gun Specialist weapon-cannon
Volley gun Specialist weapon-cannon
Bombs Specialist weapon-bombs
Repeating handgun Specialist weapon-firearms
Hochland long rifle Specialist weapon-firearms
Incendiaries, Molotov cocktail, Specialist weapon-incendiaries
fire bomb
MISSILE WEAPON CHART
Weapon Short Long Extreme ES Load/Fire times
range range range
Short bow 16 32 150 5 1 round
Normal bow 24 48 250 6 1 round
Long bow 32 64 300 7 1 round
Elf bow 32 64 300 8 1 round
Wood Crossbow 32 64 300 8 1 round load/1 fire
Metal crossbow 38 70 350 9 2 round load/1 fire
Crossbow pistol 16 32 50 3 1 round load/1 fire
Repeating crossbow 32 - 100 3 Fires 2 shots a round Magazine holds 10
bolts 8 rounds to refill magazine
Sling 24 36 150 5 1 round
Javelin 8 16 50 PC 1 round
Spear 4 8 25 PC 1 round
Dart 4 8 20 PC-2 1 round
Throwing knife/star 4 8 20 PC-1 1 round
Throwing axe 4 8 20 PC+1 1 round
Blowpipe 12 24 50 2 1 round
Lasso 8 16 30 - 1 round to throw, 2 rounds to recoil
Bolas 12 24 50 2 1 round
Improvised 2 6 10 PC-2 1 round

ES – The effective strength of the weapon


C - The strength of the thrower
BLACK POWDER WEAPONS
Weapon: Point Short Long Extreme Time to load/rounds
Blank
Arquebus 3/8 30/8 60/8 300/6 2
Blunderbuss 3/10 24/6 48/3 250/4 3
Duck-foot 3/8 8/6 16/3 50/4 2/barrel
Duelling pistol 3/8 8/6 16/3 50/4 2
Dwarf handgun 3/8 24/8 48/7 250/4 2
Empire Handgun 3/8 24/8 48/7 250/4 2
Henrlicus Salus 3/8 8/8 16/7 50/6 2
Jezail 3/8 36/6 72/6 400/4 3
Pike gun 3/8 12/6 24/6 50/4 2
Pistol 3/6 12/6 24/6 50/4 2
Repeating handgun
Hochland Longrifle
Swivel gun 3/12 21/8 48/6 100/4 4
Volley gun 3/8 12/6 24/6 50/6 2
Bombs 5 12 20 1 round to light fuse and throw
Incendiaries (Molotov) 5/F 12/F 20/F 1 round to light fuse and throw

F – THIS WEAPON CAUSES NORMAL FIRE DAMAGE


SHARP SHOOTING

CARRYING LOADED WEAPONS


BLACK POWDER WEAPONS AND MISFIRES
FLYING CREATURES
WOUNDS AND RECOVERY
MEDICAL ATTENTION
ADVANCED COMBAT
Shield Charge
Skill required, none but must have shield equipped.
Must be able to charge and this gives the attacker the usual +10% to hit, but the
attacker loses all of his other attacks. The opponent can only dodge, if successful
it has no effect, if the test is failed then the opponent is knocked to the floor for
one round only able to parry.

Strike mighty blow


Skill Required. Strike mighty blow
This is a hack, lunge slash or a strong kick or punch.
This adds +1 strength to the blow.

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.

Other Combat Skills


Taunt
The attacker loses an attack for each try. The opponent has to be able to
understand the language, the attacker makes a fellowship test (blather, mimic,
mime, wit acting, comedian, jest +5% each) if this successful the opponent must
make a cool test or become frenzied (frenzied attack –10%(). The opponent can
make a cool test each subsequent round to calm down. If the opponent speaks
another language the test is halved (the attacker makes obscene gestures!)

Distract (throw object)


Once a round the attacker can make a BS test to hit, assuming there is
something o hand. Objects may include; sand, crockery, pints of beer, etc. The
attacker loses on attack, but can still dodge or parry for one round and he is not
prone. The attacker gets his remaining attacks, or he may wish to flee.

Distract (Blather, talk)


If attempting to distract an opponent the attacker cannot make any attacks. He
must make a fel test (mimic mime acting, comedian, jest, wit +5% each, blather
+10% up to +20%). If successful the opponent is transfixed for one round, if
successful by +10% or more it lasts for D6 rounds. This causes the opponent to
falter, he may not attack but may parry and doge as normal. The opponent will
not be distracted if he is in obvious danger (e.g. if he is facing more than one
opponent).
Multiple opponents
Two or more opponents
An opponent who isn’t attacked can move around to attack the character from
behind if he doesn’t attack that round.
Attacking from behind gives the attacker +10% to hit and +1 strength.

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

Wooden shield unrimmed


Wooden shield rimmed
Wooden Kite shield
Metal shield
Further ideas

Speed
Strength
Determination (mind)
Anger controlled
Stamina, using strength wisely

Crossbows easier to use +10 Bs


Metal and wood
Handguns same

Knife fighting
Punch daggers

Fatigue= each wound lost is the penalty to percentage skills, so a


pc loses 5 wounds = -5% to all skills

Fist fighting; add one attack-off hand, half attacks, rounding down,
is off hand or kick. Head butt

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