wfrp

Warhammer - Wersja po polsku

New Rules of Combat, Magic and Skills for WFRP
by Super Pik Master

version 2.4.4 - Last modified on 2nd June 2007 - rules simplifications and spelling corrections
system was created in September 2000 for my WFRP Party

For many years of playing WFRP, which I think is one of the best RPG games ever published, many not so perfect rules started to annoy me. I became challenged, and rather than sit and complain, I got to work, to improve those rules. What you will see below is a new combat system, which IMO, makes combat rules in WFRP more realistic.

The advantages of new combat system, IMO:

  • Most of used tables/rules are taken from WFRP rulebook. Bonuses/penalties are mostly simple to add/multiply numbers. In general, this system isn't too complicated, but comparing to the original one, it isn't too simple either. I tried not to introduce many new tables - there where I couldn't find simple and neat way, I left it as it is. Those are the areas where I need your help.
  • New rules are mostly compatible with the old ones. So, experienced (high-level) characters are still better than novice ones, but some heroes will be now not as good as they thought to be. It is still worth to increase your WS/BS, A, or Wounds.
  • At last, fighting characters (non-mages) can do something with their collected Experience Points. Previously, mages earned their XP to spend it on expensive spells, and party fighters had plenty of them and didn't know what to use it for. Now, a fighter wanting to achieve high level of specialization must also spend many XP.
  • Differencing weapon masteries for different weapons types (not classes). If a character can fight only with Axes, they will be his preferred weapon type, rather than eg. Swords. And using Specialist Weapons without appropriate skill will be very stupid choice.
  • A solution to Naked Dwarf Syndrome. Now, Toughness is not a "buffer", which allowed to "take" incoming blows on your chest and laugh at your enemies. Successful hit means usually a wound and/or death, so now you will think twice, before you attack anyone. Armor now counts!
  • Wounds aren't now "some points to loose", but a kind of character's tiredness and fatigue meter. Rested and not tired characters can move better and avoid being hit doing unexpected moves, which are very tiring and reduce that pool. Wounds, when wisely used, drastically increase chance of surviving (tested on my own skin). Powerful 2-H sword blow, that normally would kill, and in old system only took half of Wounds, now really kills if you don't parry/dodge it. And so striking into certain locations is even more important. Blow in head, can eg. cut it off.
  • Change in number of actions to perform during one round. Previously, Attacks defined how many times you can strike. Now, you choose your strategy, and relevantly use Combat Points. It is your decision whether to defend less and then give more powerful blow, or to parry rather than to attack. Even 5% enemy chance to hit may be your death in case of a good roll. Well, luck in combat has also been important...
  • "Justice of Sword" - now even a peasant armed with pitchfork can kill a knight, if he strikes properly or take his companions with him. Of course, a knight has much more chance to hit such a peasant, but he can't just ignore him, because neither an armor nor his Toughness gives him absolute protection against that pitchfork. Because of that, combat is now more dangerous, but in reality defending against more than one man has been a great difficulty.
  • Rules for ambush/surprise and weapon drawing also better reflect reality, not "for whole 10 seconds you are surprised and can do nothing". Fighter instinct makes him to parry even subconsciously, even if he is not able to think of any effective plan of attack.
  • Improving the effectiveness of ballistic weapons. Arrow or bolt could really have killed. Now, a character will think much before he charges at an unit of archers.
  • New role of Effective Initiative through introduction of Actions - much clearer role of initiative, with less counting and recalculating. Just simple round numbers, easy to add/subtract.
  • Nothing more comes to my mind now. I can only say, I have played for a few years with my friends and the system works VERY well. Errors and disadvantages I wrote about earlier are results of that playing.

It is not finished yet (and I doubt if it ever will be), but it's quite functional. Some things are still missing - those disadvantages are listed below (now the list is considerably shorter than it used to be in the very first days of this system):

  • Should Bombs deliver damage like hand weapons or ranged weapons (not including target's T at all) ?
  • Two-weapon fighting has not been widely tested yet. I don't know if bonuses/penalties for that are well balanced (they don't change balance of gameplay too much) or make that option unattractive for players.
  • I don't like handling the damage that ignores Toughness (like Hand of Dust spell, but nothing more came to my mind yet.
  • And finally - some people might think that this system makes heroes... less heroic, because they can die now in very ordinary way, almost by accident... Well, instead you have Advanced Skills, that give heroes what they need - some extraordinary skills, possessed by few, so making them subject of myths and campfire tales. You have the opportunity to effectively smash your enemies and show all you valors to prove that YOU are the best fighter

If you are willing (of course some of you are) to help me to improve these rules, I'd warmly welcome your opinions. So, this is my kind request for support and help.

When resolving critical hits effects I use Games Workshop "Critical Hits Tables". I have no idea about copyrights of those publications - I suspect it's against the law to publish them here. If someone could instruct me whether they are legal or not, I'd be very glad and maybe publish those tables with this system. If not - you have to get it on your own, use those from WFRP rulebook or invent them by yourself. I trust, that for WFRP fans nothing is impossible. That's all for introduction, let's start the most important part.


Determining Weapon Skill ability

While rolling for a basic characteristic, if character's WS is determined with eg. 2D10 + 30 roll, the modifier (30 in this example), is a new basic WS. 2D10 roll determines basic weapon ability level (zero level), but if WS for certain race it is rolled eg. D10+[something] - the basic ability will be D10, and so on. Number of abilities at start is connected with Character Class: Fighter gets 3 abilities, Ranger and Rogue - 2, Academic - 1. Each Specialist Weapon ability in starting Career also begins from basic level (roll to determine). Additionally, each character gets free 2D10 points for Knives and Daggers and the 2D10 for Improvised weapons abilities. You also get free abilities if your beginning career has them in its skills (exception: Shield is noted in Trappings).

Weapon class

Each weapon belongs to certain class, which allows to use weapons of the same class with equal ability. Actual WS ratio is counted as basic WS + class ability. Charts below present class belonging. If used weapon is in similar class (they are connected with a line) you can use it at the ability value equal to your WW+ability - Specialist Weapon (SW) requires additional appropriate skill. If weapon classes are not similar, only basic WS is used, and for SW only half of basic WS. Of course, if you have higher ability value in used weapon class, you can use it instead of half of similar ability.

If career describes skill as a wide weapon category, eg. S.W. - 2-handed, firearms, you have to choose detailed class, eg. 2-H Swords, Pistols and that class should be then developed. Ballistic Specialist Weapon doesn't give any +20 modifiers to marksmanship.

Hand weapon
Hand weapons class chart
Balistic weapon
Balistic weapon class chart

1.5-H (Bastard) Weapon is in 2H class for appropriate weapon, unless you have Ambidextrous skill - in that case it is in 1H class.
Street Fighting gives +10 to Unarmed class, but damage modifier is still -2
Thrown weapons, bombs and improvised inflicts damage according to hand weapon rules

Learning and improving the weapon abilities

Every ability can be learnt according to normal rules. Basic level of ability (zero level) is determined with 2D10 roll. WS advances are not bought as normal, but you buy certain weapon abilities. +10 allows to increase chosen weapon ability from 0.level to 1.level (increases ability by +10). Buying +20 advance allows to increase ability of one weapon from 1.lev. to 2.lev (increase ability by next +10, so to total of +20). So, every career (and its every level) that gives any advances to WS, increases weapon ability (at cost in XP) until you change career. WS advance can be bought multiple times, until career is changed.
Ability increasing cost. At 0.lev. it costs 100 XP, from 0.lev. to 1.lev. 100 XP, from 1.lev. to 2.lev. 200 XP, from 2.lev. to 3.lev. 300 XP, from 3.lev. to 4.lev. 400 XP. Advanced skill Weapon Mastery allows to achieve 5.lev. for 500 XP.

Melee combat procedure is described below:

Note: critical effect is a result in Critical Hit Table, and critical hit size is a column there (eg. +2)

  1. You have to determine number of Combat Points (CP) - it is a measure of character's combat skills. It is calculated as weapon ability plus basic WS (according to rules described above). For every Attack above 1 increase CP by +30 (so, 2 Attacks give +30 CP, 3A give +60 CP, 4A give +90 CP etc. 10A give +270 PW).
  2. To determine attacking priority in combat, calculate the initial Effective Initiative. From you Initiative stat subtract armor's modifiers to I and add/subtract weapon's modifier to I. This is the value you will be testing when resolving dodges and other maneuvers based on movement in combat.
  3. Effective Initiative (EI) determines only the moment of acting during the round - don't worry if it drops below zero when decreased by performed actions. The one that has the Initiative can attack or give that chance to his opponent.
  4. During one round everyone has 5 Actions (AcP) for attacking and other actions. One attack counts as one Action, but defense does not. One Action takes 20 point from EI (1 AcP = 20 EI).
  5. In one round of combat subsequent "your attack-opponent's defense" events are resolved. Then "opponent's attack-your defense" (a response for a blow, apart from fighting priority). It lasts until no CP are left, or remaining CP allow to do nothing more. Remaining CP are not transfered to the next round, at beginning of which they are regenerated.
  6. Loss of Actions and CP for weapon drawing depends on weapon type: Knife/Dagger -1 (-10 CP); Short Sword -2 (-20 CP); Sword, Pistol -3 (-30 CP); 1.5-H weapon, Flail, Buckler, Sling, Fencing Sword -4 (-40 CP); 2-H weapon, preparing the shield, Bow or crossbow and other -5 (-50 CP). Maximum time taken for drawing is one full round (5 actions). Weapon Initiative modifier apply only after weapon is already drawn.
  7. Attack is performed by spending an amount of CP. Opponent can parry or dodge using its own CP. From attacker's CP subtract defender's CP. If D100 roll is lower or equal to obtained number, attack passes through opponent's defense and causes injuries. If it's higher - it misses, and if you roll double number (eg. 66, 77, 00) higher than WS+ability, you get Critical fumble - Check your result in "Critical Fumbles Table". 01-05 always hits, 96-00 always misses.
  8. Defender can spend Wound points, to improve his/her defenses. 1 W = 10 CP. If he uses SW parrying weapon or shield they have additional pool of ([shield modifier] + 10*[shield/parrying weapon ability lev.]) points for defense only - these points have to be distributed on the whole round, only at beginning of next round they are regenerated.
  9. Instead of blocking you can dodge blow (requires skill). Check if the attacker hits (testing his CP spent on the attack). If he does, roll for dodger's Initiative. If successful - blow was dodged, if not - it hits its target and injures.
  10. When a wound is inflicted, inverse D100 roll, to determine where it hits. Calculate damage value:
    ([Attacker strength]+[damage mod.]) * (10-[Defender T]) *(0.1) -[metal armor],
    (leather armor subtracts only 0.2) and round the result. It is the critical hit result, roll on Critical Hit Table. If calculated damage=0 or less roll on +1 with -50% modifier. Second such hit in this location gives -40%, third -30% etc. Minimal critical effect is 1. For heavy critical wounds (effects of size 8 or more) you get 1 Insanity Point.
  11. When fighting unarmed max. critical effect is 6 (it's a damage level). Reduce every effect bigger than that to 6, and surplus over 6 multiply by 10 and test as percentage chance for stun. Leather armor in unarmed fighting gives 1AP, and metal one gives 2 AP.
  12. Identical rules for declared stun attack. Strike to Stun gives +20.
  13. You can't spend for one action (attack/defense) more CP than character's WS+ability. Additional points (from Wounds, shields etc.) are not affected by this restriction. Only character with Dance+Acrobatics has no restrictions in spending CP during round, which reflects his fluent moves and coordination. At any time character can do nothing, or spend minimally 10 CP for an action (attack/defense).
  14. Fleeing should only be tried when you are an attacker, because fleeing during your defense phase means automatic hit in the back. If opponent makes successful I roll, he automatically hits fleeing character too. Flee skill, or forced retreat ("must flee" result) increases chance of succes by 30%.
  15. Surprise in combat. Character surprised from rear has reduced max. WS+ability by -30, surprised from flank by -20 and surprised from front by -10, until he makes a successful Initiative roll. In each subsequent round this test is easier by +10 until it succeeds. In the very first round attacker always starts first.
  16. If difference in weapon length is more than 1 meter (about 1 yard), and if the combat takes place in sufficient space (min 2x2 meters for each fighter), wielder of shorter weapon may test only half of his spent CP (but he may spent up to 2 times more CP than his WS+ability if he has them) while attacking/defending. On the other hand when fighting in crowd (or other limited space), wielder of longer weapon may test only half of hist spent CP (but may spent 2 times more if he has them).
  17. Prone target is hit automatically (test not required) and critical hit result is increased by +1.
  18. Disarming is a difficult action, so you can test only half of spent CP (Disarm skill gives +20% bonus). Opponent resists by testing only half of his CP declared for defense. Each of the sides can spend up to 2 times more CP if they have them. No wounds are inflicted here.
  19. During multiple opponents fighting each requires separate CP spending for defense/attack. Remember, that blows from rear cannot be parried.
  20. Parrying another's blows (not aimed in parrying character) requires WS+ability test, and then spending your own CP (like in normal defense). The CP spent by opponent for his attack, count double, or even triple if you are not parrying with a shield or a SW parrying weapon.
  21. Two weapons fighting requires Ambidextrous skill, increases CP by double basic WS, but forces to use max. ability without basic WS. For example, having 20 basis WS + 43 ability and 1 Attack - if you fight one-handed you can spend 63 CP for action. Using 2 weapons, CP increase to 103 (=63+2*20), but only 43 CP can be spent for one action. If both weapons are of different classes (eg. a sword and a dagger) only max. ability for each weapon will be different.
  22. Thrown weapons - knives, axes, javelins, improvised etc. Instead of ES use Strength of a thrower + [damage mod.] (-2 for improvised), further reduced by range (-1 long, -2 maximal range). You can try to dodge thrown weapon
  23. Regenerating Wound points is automatic, at speed of 10% for one full hour of sleep or 6 hours of resting.
  24. Wound status: critical effects 1-7 are light wounds, 8 and above - heavy wounds. Healing and treatment should be applied according to description of critical hit effect.

    Balistic combat

  25. Similar hit procedure is used, but you test basic BS+ability of shooter, modified by range (-10 long, -20 maximum) and opponent's behavior (-10 if he is running, -20 if he is dodging (as in "Restless Dead") etc.). 01-05 always hits, 96-00 always misses.
  26. If successful hit, it inflicts critical result equal to ES of weapon, modified by distance (-1 long range, -2 max range) and armor (leather armor counts only on maximal range as 1AP). Firearms ignore all armour. If critical result is 0 or less, use -50% modifier to roll on on critical result +1 (as in melee combat).
  27. Bombs, bolases, thrown and improvised weapons, etc. deliver damage handled by melee combat rules (see earlier).
  28. Bow and sling can normally shoot once a round, but advanced skill Fast shooting allows to fire twice per round, and Lightning shooting to fire three times per round. Each target has to be no more than 45 degrees from the previous one in every direction. Longer aiming (+10 BS) neglects fast/lightning shooting.
  29. Crossbow can be loaded quicker (without use of crank, but not with bare hand), if you succeed on percentage roll for (S*10)-50. When so, bolt is fired at the end of the round, but short time spent on targeting allows to use only ability value (without basic BS) in Crossbows class. If bolt is not fired, in following round normal rules apply.
  30. Shield blocking of incoming missiles, requires standing still and successful test for
    WS+[Shields ability]+[shield modifier]-10*[shooter Bows ability level]
    Strength of impact can damage/destroy the shield and wound its wielder, if you succeed in roll for percentage chance of 20*ES-[shield mod.] (apply ES range modifier 0/-1/-2). In that case, decrease ES by additional -1 and calculate damage as stated above.

    Large monster fighting

  31. Bigger monsters have usually more Wounds, so let's introduce Life Points (LP). For every started 5 Wound points above 15 add +1 LP. So, 17 W = 1 LP, 36 W = 5 LP, 59 W = 9 LP, 89 W = 15 LP etc. As you see, LP is assigned for monsters with Wounds=16 and more (16+). If LP=0, fight goes on as usual. LP are only for monsters (dwarves ARE NOT monsters :) ).
  32. Combat procedure is as described earlier, but until they have more than 0 LP, monsters don't spend Wounds for defense. Most of beasts are not intelligent and will usually want to spend all of their CP on maximal attacks, very rarely on defense. Attacks should be exactly the same as described in WFRP Bestiary (bite, kick etc).
  33. When the beast is wounded, calculate its wounds as follows:
    (S + [weapon mod.] + D6) * (10-T) - (Armor * 10).
    When you get 6 on D6 roll, you can inflict additional wounds (test WS+ability is required). At the end of the round, add all wounds inflicted it that round. For every full 100% automatically subtract 1 LP, and that what remains test as percentage chance for loosing 1 LP. At the beginning of next round this pool is renewed (it cumulates only within one round).
  34. At the moment of loosing last LP, monster has 15 Wounds. Optionally, if any surplus has left from damage pool, reduce monster's 15 Wounds by that percentage score. From this moment, combat is resolved as usual (now monsters can spend W on defense). Killing monster at this stage, definitely ends his life.

    Magic

  35. Mages and clerics are subject to the same rules, which means they also count they Combat Points (CP) and Action Points (AcP).
  36. Casting priority (moment in round when the spell effect starts working) - at the beginning of last Action of casting. Spell casting action cost: Petty magic =1 AcP, 1.lev. =2 AcP, 2.Lev. =2 AcP, 3.lev. =3 AcP, 4.lev. =4 AcP. It means, that Petty Spell will take effect at EI, 1st lev. spell at EI-20, 2nd lev. spell at EI-20, 3rd lev. spell at EI-40 and 4th lev. spell at EI-60.
  37. If the spell requires to hit (with a hand or a weapon), its cost in Actions is counted only once, as the spell casting cost.
  38. Performed magical Actions limit per round - depends on mage's level: Wizard Apprentice =1 Action, mage 1.level =2 AcP, mage 2.lev. =3 AcP, mage 3.lev. =4 AcP, mage 4.lev. =5 AcP. Rest of the Actions in round can be spend on any other actions, just like for non-mage characters.
  39. Magic missiles cause critical hit effect calculated as stated in spell description, but you double the dice throw, then subtract victim's T. Eg. Lightning bolt cause 2D10+4-[victim T] critical effect instead of previous D10+4-[victim T] damage. Successful dodge (I test) reduces critical effect (result in Fire and Energy critical hit table) by half.
  40. Spell described as doing damage directly from Wounds stat (ignoring T) like Hand of Dust. If damage is D6 from W, take half of that dice (D3) and subtract the result from victim's Toughness. When T drops below zero, check the result on Falling and Crushing critical Table (results cumulate to give bigger effects). Lost T points recover at the rate of 1 per hour.

    Falling and jumping

  41. When falling/jumping calculate damage as [starting height - D4]. When you jump (not fall) further decrease damage by -2. Use it as critical hit effect on Falling and Crushing Critical Table. Zero or less means nothing has happened.
  42. You can reduce amount of damage by 1 for every 5 W you spend.
  43.   Subtractfurther -2 if you have Acrobatics skill.
  44. When you are dismounted consider it as falling from D8 meters
  45. Jumping into water requires test for (I+Dex)/2 to enter the water in proper position.

    Fire damage

  46. Each round take D4 from Toughness. When you drop below zero check them on Fire and Energy critical hit. Recovering T requires amount of rounds you spent on fire, or 1 round of cooling down (like jumping into water).


Advanced skills:

Please note, that if advanced skill has any requirements for WS or BS, it can be used only with weapon, that you have ability in at the required level. If Int test is required to learn such skill, and it is failed, Experience Points are not lost.

Combat reflexes (cost: 250 XP)
requirements: 40+ WS, 40+ I

Character with this skill can strike less accurately, but faster. Add +10 for combat priority in round, but reduce CP by -10. Also, he can make one additional action at the end of each round (6 action overall instead of 5).

Lightning strike (cost: 250 XP)
requirements: 40+ WS, 50+ I

This skill allows to draw weapon and strike at the same time, which applies no penalty modifiers for drawing the weapon in combat (reduces Action and PW cost by 3 and 30).

Deadly strike (cost: 250/500 XP)
requirements: 50+ WS, 4+ S, 3+ A

When enemy has been wounded, spending additional 10 CP (not included) and testing just the ability (without basic WS) you can increase critical hit result by +1.
This skill can be bought twice (which costs additional 250 XP) - then for spending 20 CP you can increase critical effect by +2.

Forceful blow (cost: 500 XP)
requirements: 50+ WS, 5+ S, 2+ A

Spending additional 10 CP (not included to hit roll) for attack, your minimal chance of delivering damage (after all enemy's parries and reductions) increases from 5% to 10%.

Precise strike (cost: 250 XP)
requirements: 50+ WS, 2+ A, must have Strike to Wound

This skill allows to hit more precisely. When critical wound is inflicted, you can change hit location by -20/+20.

Parade (cost: 250 XP)
requirements: 50+ WS, 40+ I, 2+ A

Allows to make parries against several opponents at one time (one roll against each opponent), using CP only once. Number of enemies, that can be parried is determined by character's Attacks value.

Whirlwind (cost: 500 XP)
required: 50+ WS, 3+ T, 2+ A

Wielding the weapon and turning around, you may attack more opponents than usually. Spending 100% more CP (not included) you can attack several targets at one time (each requires separate hit roll), spending your CP only once. Max. number of enemies attacked with Whirlwind is determined by your A stat. Whirlwinds are very tiring, so for each one above Toughness/3 (round up) you loose 1 W (you must have that Wound point to make a Whirlwind).

Shieldman (cost: 250 XP)
requirements: 40+ WS, 40+ I, 40+ Cl

Allows you to block missiles with shield while running.

Dodge foreseeing (cost: 250 XP)
requirements: 50+ WS, 3+ A, 50+ Int

Character who possessed this skill has a great experience in combat and foreseeing his opponents reactions. When your opponent tries to use Dodge Blow skill, he gets -10 penalty. It works only in melee combat.

Fast shooting (cost: 250 XP)
requirements: 40+ BS, 40+ I, Ranger career

This skill allows to make 2 ballistic attacks per round, instead of normal 1 attack. Every of two shots will be made with -20 BS, to reflect minimal time spent on aiming. This skill can't be used for crossbows, firearms etc. Each target mustn't be further that 45 degrees from previous one in any direction.

Lightning shooting (cost: 250 XP)
requirements: 60+ BS, 50+ I, Ranger career, must have Fast shooting

This skill allows to make 3 ballistic attacks per round, instead of normal 1 attack. Every of three shots will be made with -40 BS, to reflect minimal time spent on aiming. This skill can't be used for crossbows, firearms etc. Each target must be not further that 45 degrees from previous one in any direction.

Weapon mastery (cost: 500 XP)
requirements: bought +40 advance in WS/BS, currently not in Academic career.

Years of training and practice in using certain weapons allows to increase ability for 5.lev., which increases it to +50. This skill can be bought multiple times for multiple weapons.

Fear resistant (cost: 250 XP)
requirements: 40+ Cl and fear experienced many times

This skill can be learned by character with much experience with many kinds of monsters/situations which caused Fear, and that fear was successfully overridden. Fear tests are made with +10 modifier.

Terror resistant (cost: 250 XP)
requirements: 60+ Cl, 40+ WP, 40+ Int, must have Fear resistant and experienced terror many times.

This skill can be learned by character, who successfully passed through situations causing Terror test (eg. by encountering some monsters). He gets +20 modifier to Fear tests and +10 to Terror test. Failed Terror test can be repeated (but still you get Insanity points). If that second test is successful, only Fear is applied to character (which can't be overridden in normal way, but only the one, that is required to remove Terror - eg. killing the monster).

Swashbuckle (cost: 250 XP)
requirements: 40+ I, must be Highwayman, Outlaw Chief, Duelist, Sea Captain, etc.

This skill allows to make all those marvelous maneuvers like swinging on chandeliers, table hopping, jumping through the window onto waiting horse etc. Required tests are performed with +10 modifier to Initiative. Without this skill, lots of those actions would end very painfully and unluckily.

Barbarian strength (cost: 250 XP)
requirements: 6+ S

Negative modifiers to Initiative of each melee weapon are halved when used by someone with this skill.


Combat Example #1

Hans Breugmann, human ranger, armed with bow and sword, encounters a group of 3 goblins.

     Hans
WS  BS  S  T  W  I   A
20  20  3  4  7  33  2
  Weapon Abilities:
Swords 25% (15% basic, +10 advance), total of 45% (25% + 20 basic WS)
Bows 43% (13% basic, +30 advance), total of 63% (43 + 20 basic BS)
Daggers&Knives 12% (12% basic, +0 advance) / 32%
  Armor
Chain mail - 1AP on chest.

     Goblins
WS  BS  S  T  W  I   A
20  20  3  2  5  28  1
  Weapon Abilities:
Swords 13% / 33%
Daggers&Knives 12% / 32%

Abilities should be scribed down somewhere on Character Sheet. Certain situations require different components of ability (eg. disarming, buying bigger advances, etc.). However you will mostly use total ability value (after slash). I suggest to make horizontal line somewhere at the end of Skills section or Spells section on Character Sheet. Then write something like this below:

      Basic WS=20
Swords	15	+10	=25/45
Knives	12	+0	=12/32
      Basic BS=20
Bows    13	+30	=43/63

* Hans attack phase - goblins defense phase
Hans is wielding a bow in his hand, so he doesn't hesitate, and shoot at leading goblin. Long range (-10 BS), so his chance to hit is 63-10=53%. He gets 31 on D100 - head hit!. Critical hit result is 3(ES)-1(long range)=+2. MG rolls for goblin's critical effect, he gets 58% which means goblins gets 12(must flee) critical hit - heavy wound, goblin falls on the ground. Next round - he shoots again, but gets 78 - miss. Two remaining goblins drew their weapons last round, now they get closer, charging at Hans. Hans drops his bow (no penalty) and draws his sword (normal type, -3/-30 penalty in Actions/CP for that). Hans's CP stat is 45(Swords ability)+30(2 Attacks)=75. Due to his weapon's drawing (-30), for this round only he has 45 CP. His fighting priority is 33(I)-3*20(weapon drawing)= -27, which means he acts last in a round (he has 2 actions left = 2 attacks).
* Goblins attack phase - Hans defense phase
Goblins' CP stat is normally 33, but this round when they charge they get +10 CP to a total amount of 43 (note it doesn't increase their max. WS+ability, so they have to split it between two attacks this round) and Priority is 28(Initiative)+10(charging)=38, so both goblins attack first. First goblin attacks for all its available CP - he spends 33 CP. Hans decides to defend for 13 CP. Goblin's chance to hit is 33-13=20%. He gets 43 - miss. Second goblin also attacks for 33 CP (as said, other creatures are not very intelligent, spending all CP for attacks - it also speeds up the game a lot). Hans decides to defend with not using his CP (he wants to attack this round), but spending 2 Wounds (now he has 5 W). Goblin's chance to hit is 33-20(2 Wounds spent by Hans)=13. He gets 65 - miss.
* Hans attack phase - Goblin1 defense phase
Now, Hans attacks. He chooses Goblin1 and spends his remaining 32 (55-13 spent) CP. He gets 42 - miss.
* Goblins attack phase - Hans defense phase
Because (this round only) both goblins have 10 CP left, they attack Hans with 10 CP each (second Action, only 3 left this round). Hans, hoping that he can avoid being hit, doesn't perform any defense actions. Goblin1 gets 86, and Goblin2 gets 32 on their hit rolls - two misses.
* Because no one has any more remaining CP, next round begins. All CP are renewed, now Hans has 75 CP, goblins 33 CP each. Priority is: Hans (33), Goblin1 (28), Goblin2 (28). *
* Hans attack phase - Goblin1 defense phase
Hans attacks Goblin1 for 45 CP (he has now 30 CP left). Goblin1 uses 1 Wound to defend, decreasing Hans's chance to hit to 45-10=35%. Hans rolls and gets 27 - hit. Calculate damage:
[3(Hans S)+0(sword has no damage mod.)] * [10-3(Goblin T)] * 0.1 - 0 (goblin has no armor) = 3*7*0.1=21*0.1=2.1 = 2(rounded). Hans delivers goblin a +2 critical hit. Note that once calculated, damage for these opponents will be still the same (unless one gets another weapon, lose some stats or use magic) - there is no need to calculate is again - just write it down somewhere or remember, and Hans will inflict +2 critical for Goblin. Goblins gets 98 what gives critical effect of 15, and dies without a chance to respond.
* Goblin2 attack phase - Hans defense phase
Goblin2 attacks using all 33 CP. Hans uses 2 Wounds (now has only 3W) to decrease chance to mere 33-20=13%. But goblin gets 06 - success! Even though Hans made a wild move to avoid that blow, goblin injured him. Inflicted damage is:
[3(Goblin S)+0(sword has no damage mod.)] * [10-4(Hans T)] * 0.1 - 1(chain mail on chest)
=3*6*0.1 - 1 = 1.8-1 = 0.8 = 1(rounded). So, goblin delivers Hans a +1 critical hit. Hans rolls D100 and gets 01! Excellent, only minor damage, but Hans can do nothing for next round (critical effect of 1). Because he used one action, next round he will be able to attack one less time (also, he will act again having 30 CP left). And so on...


Combat Example #2

Ernst von Hagen, human mounted knight, armed with sword and shield fights with an ogre armed with heavy club (+1 damage).

     Ernst
WS  BS  S  T  W  I   A
20  20  6  5  10 43  3
  Weapon Abilities:
Swords  15% +30 = 45/65%
Shields  6% +30 = 36/56%
Daggers&Knives 10% +10 = 20/40%
  Armor
Full chain mail and helmet - 1AP all locations

     Ogre
WS  BS  S  T  W  I   A
20  20  4  4  16 30  2
  Weapon Abilities:
Maces&Hammers 20% + 20 = 40/60
Because an ogre has 16 W he receives 1 Life Point (LP).

Ernst - CP: 65+60(3 Attacks)+10(mounted)=135. Priority 43.
Ogre - CP: 60+30(2 Attacks)=90. Priority 30.
* Ernst has initiative but he gives it to the opponent, because he wants to save more CP for his further actions. Ogre ragely attacks for 30 CP. Ernst spends 1 W and 10 CP, decreasing ogre's chance to hit to 30-10-10=10%. Ogre misses.
* Now Ernst attacks for 65 CP (he can't spend more, because his WS+ability is 65). Ogre defends for 20 CP. Ernst has 45% chance to hit and succeeds. Now calculate damage pool (remember to use big monster rules, because ogre has 1 LP):
[6(Ernst S)+0+D6] * [10-4(ogre T)] - 0(ogre has no armor). D6 roll is 6 - chance for extra damage. Testing Ernst's WS+Ability (65%) he gets 51. D6 roll is 1. So total is [6+6+1] * 6 = 13*6 = 78. Remember that or write it down.
* Now ogre attacks for remaining 40 CP. Ernst parries that blow with a shield. Because he has +30 advance in Shields ability (3.level) he can spend up to 30 points. He also uses his 10 CP, so ogre's total chance to hit is 40-30-10=0, but minimum of 01-05 always provides some hope. Ogre gets 09 - close but not enough.
Now Ernst attacks for rest of his CP, spending all 50. He hits and roll 1 on D6 adding [6+1]*6=7*6=42 to damage pool, so total pool is 78+42=120%.
* No one has any CP left, so the round ends. Now, because there is 120% in pool, ogre automatically looses 1 LP and has 20% for loosing another one - but he has no more LP so decrease his Wounds (after loosing last LP he has W=15) by 20% (which is 0,2*15=3) to 15-3=12.
* New round begins, ogre can now spend W points to defend, because he has no LP. Fight goes on....


Combat example #3

Master Tanalor Loth-Tan Yathemir Ias-Nenuthal, elven 4th level mage, fights with human scout Jagwar (armed with bow and sword) and his dog (teeth).

     Tanalor
WS  BS  S  T  W  I   A  Int
20  30  5  4  7  97  1  84
  Weapon Abilities:
Swords           13% +10 = 23/43%
Unarmed          12% +10 = 22/42%
Daggers&Knives   10% +10 = 20/40%
  Armor
Cast spell Aura of Resistance - 1AP all locations
Magic Action Points (AcP): 5 (he is a 4th level mage)
                                                                                      
     Jagwar
WS  BS  S  T  W  I   A  WP
20  20  5  5  10 60  1  50
  Weapon Abilities:
Swords           20% +10 = 30/50%
Bows             17% +20 = 37/57%
Daggers&Knives   10% +10 = 20/40%

     Dog
WS  BS  S  T  W  I   A
33  -   3  4  5  58  1

* Well hidden Master Tanalor makes an attack from the flank, surprising his opponent (which reduces Jagwar's ability in Sword - which he is wielding - to 50-20=30). Tanalor cast Sleep spell (Petty Magic: 1 AcP, cast at 97 I), testing his Unarmed ability to hit the victim for his full 42 CP. He rolls 21 - hit. Jagwar tests his WP, but he gets 69, so he falls asleep for K6 turns. Tanalor searches him through, and goes away.
* After a minute Jagwar's dog enters the field, and attacks mage for 23 CP. Dogs's EI is now 58-20=38.
* Tanalor decides to Dodge Blow (defensive action counts as 0 AcP) which is a success, and then draws his sword (-3 AcP/-30 CP). As his EI is now 97-3*20=97-60=37, the dog gets the first attack again, for remaining 10 CP, but misses.
* Elf has now 50-30=20 CP but his two following attacks for 10 CP each also miss.
* Next round Jagwar wakes up, notices the mage fighting with a dog and grabs a bow in his hand, which takes him the whole round (5 AcP). Priority is now: Tanalor (97), Dog (58) - ranger doesn't act in this round because he is preparing a bow.
* Tanalor swings at the dog for 50 CP, but he rolls 00 - a fumble (loses 10 I and 10 WS for next round only). So until he has again 4 actions in next round, his WS+ability will be 50-10=40 and I=97-10=87. His EI is now 97-10(fumble)-20(1 action)=67. The dog fights back for 33 CP but misses again.
* Next round, priority is: Tanalor (97-10=87), Jagwar (60), Dog (58). Tanalor attacks for all available 40 CP (he still suffers -10 from fumble penalty) and misses. Because he has now 4 Actions, he regains 10 CP, and has EI=97-20=77.
* Now Jagwar shoots at him with his bow. Distance is 40 meters, so it's a long range (-10 to BS) - he has to score 57-10=47 or less. He gets 11 - a hit to the head. Critical hit size is +1 (ES of a bow=3, -1 long range, -1 for Aura of Resistance treated as armour). A roll in Critical Hit table on +1 is 38 which means delivering critical effect of 4 - Tanalor can do nothing for the next round (until he has 4 AcP left).
* Dog attacks for 33 CP - a miss.
* Next round, Jagwar shoots again, but this time he misses. At 4 AcP (EI=97-20=77) Tanalor can act now, but he has a penalty of -10 CP for losing one action. He strikes a dog for 40 CP, and delivers +3 critical hit, wounding a dog.
* Next round, priority is Tanalor (97), Jagwar (60), Dog (58). Elf strikes with 50 CP, killing a dog. Because it's still Tanalor's initiative (EI 97-20=77), he wants to cast Battle Magic 1st level spell - two Fireballs at Jagwar. Spell takes effect at EI=77-20=57 and costs 2 AcP (mage now has only 2 Actions left in this round). So Jagwar with his EI=60 decides to stop the wizard and shoots first, but misses, probably because he panicked. Mage's fireball hits and inflicts damage of 2D10+3 - [Jagwar's T] (because spell description says about D10+3). Roll to get 6 and 9. So damage will be 9+6+3-5=13. Jagwar decides to dodge the magic missile (I test) and succeeds - he only gets a critical effect of 7 (13/2=6.5, rounded) on Fire and Energy Criticals table. Flames destroy clothing and bow, victim is prone for D4 rounds. The second fireball costs one additional action (including the first one it gives total of 3 AcP) and is thrown at EI=57-20=37. If he would cast three fireballs, it would cost him one more action (for total 4 AcP) and would act on EI 37-20=17. Eventually, the fourth one would cost a total of 5 AcP and would act at EI 17-20=-3. Master Tanalor walks away, leaving the smoking corpse behind...


--- I'd like to thank to all the people, not known for me by their names, whose publications were partially used in this text. I haven't invented all ideas included here, I only modified and changed them to fit into this system. If someone thinks, he should be stated in this text, because his ideas were used, please e-mail me. Sorry for any translation errors you have encountered. In case of any doubts please don't hesitate and send me an e-mail at pikmaster at wp dot pl - remove underscored fragments from the address (spam protection).


Previous changes to this webpage (this list is far from being complete):

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