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WARHAMMER FANTASY ROLEPLAY COMBAT CHEAT SHEET

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.
Initial Setup
1. GM sets up the board
2. Initial Initiative determination is made.
Initiative and Surprise
1. 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 Sequence
1. 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 Actions
1. 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 Combat
1. 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 damage
3. 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.


Parrying
1. 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 Combat
1. 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. Grappling
a. 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 happens
ii. 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.
Stuns
1. 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 Losing
1. 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.


WARHAMMER FANTASY ROLEPLAY COMBAT CHEAT SHEET
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.
Fleeing
1. 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 Fire
1. 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 groups
a. 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 Recovery
1. 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 Modifiers
a. 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.