WARHAMMER FANTASY ROLEPLAY COMBAT CHEAT SHEET Initial Setup Parrying 1. GM sets up the board 1. Roll D100 to parry. If roll plus modifiers is less than or 2. Initial Initiative determination is made. equal to WS, you parry. Initiative and Surprise 2. Roll D6 to determine how much damage the parry 1. Each character’s Initiative will be modified by the absorbs. gamesmaster based upon various predetermined and 3. Regardless of your result, you lose your next attack this random factors, resulting in each character’s Effective round. If you have used all of your attacks, you cannot Initiative (EI). parry. 2. Surprise – When surprised by an opponent (typically Unarmed Combat though ambush), the surprised characters will find their 1. Combatants who normally use weapons (to include all EI reduced by a certain amount. PCs) suffer a -20% modifier to hit and -3 modifier to Turn Sequence damage. 1. Each player announces actions; NPCs follow suit. 2. All unarmed attacks are considered to be to stun. They 2. The GM will randomly determine modifiers to EI. will not suffer an additional -20% to their WS. 3. All of the declared actions will occur in descending EI 3. Metal armor provided double the normal amount of order. armor points against unarmed attacks. Leather armor 4. Characters with multiple attacks will take each attack in provides an additional point of protection against EI/A intervals. unarmed attacks. Combat Actions 4. Grappling 1. Move: (MOVING) a. A character can elect to grapple to grapple rather rather than 2. Charge: Characters who are not otherwise engaged may may cause damage. The -20% modifier to WS still initiate combat by charging. To do this, characters must applies. If the attack is successful, the be within their move score, in yards, from the target of opponent must make a successful Dexterity the charge. Following the movement to contact, test or be immobilized in the hold. charging characters receive a +10% modifier to WS b. Once the opponent is held, both characters scores for the first blow they strike in combat. count as prone as prone targets, targets, and neither may 3. Missile: Characters who are not already engaged in in undertake any action except maintaining or hand-to-hand combat may fire a missile weapon. Only resisting the hold. While the hold is one missile attack may be made per turn (there are maintained, each combatant must make a some exceptions). Strength test every round: 4. Combat: Characters engaged in in hand to hand combat i. If both succeed or fail, the hold is may strike as many blows as they have attacks. maintained and nothing else happens 5. Magic: (MAGIC) ii. If the holder succeeds and the held 6. Take-up actions vary based upon the object being taken character fails, the holder has the up: option to apply pressure, causing a. Two handed weapons and bows of all sorts damage as a normal unarmed blow. will take a complete round to draw. If the bow iii. If the holder fails and the held is not loaded then loading time must be added character succeeds, the hold is as well. broken and the held character b. Shields and bucklers take a round to ready for escapes. use if not already strapped to an arm. Stuns c. Hand weapons will apply a -10 EI penalty if 1. If you are attempting to stun an opponent, may do so at the weapon is a knife or dagger, -20 EI if it is a -20% modifier to WS. larger than that. 2. If you hit successfully, multiply the damage you d. Pack items take 1 round to open the pack, plus otherwise would do, not counting Ulric’s Fury, by 5. If a random amount from 1 round to the total you roll equal to or lower than that number on a D100, amount of ENC in the pack divided by 30. you have stunned the opponent. e. EI lost from take-up actions is taken into 3. Any damage caused by Ulric’s Ulr ic’s Fury is calculated as account after working out the multiple attacks; wounding damage. characters may lose attacks as a result. Winning and Losing Hand-to-Hand Combat 1. At the end of the round, it is necessary to calculate who 1. Roll D100 to hit. If roll plus modifiers is less than or is winning each hand-to-hand combat. equal to WS, you hit. 2. In a straight one-on-one combat, the character who 2. Roll D6 plus your S score, your target’s T score, as well caused the most damage is said to be winning. This as all other modifiers to determine damage results in a +10% modifier to the WS roll for the next 3. Determine hit location by reversing the D100 roll. turn only. 4. Deduct armor value from damage. 3. If multiple characters are engaged in hand-to-hand 5. Subtract remaining damage from target’s W. combat with each other, then the side who has caused 6. If a Critical Hit is scored, roll D100 and consult the more damage will all receive the benefits of the critical hit tables. winning. 7. If the attacker misses and rolls doubles, a fumble has 4. Losing characters must retreat 2 yards away from the occurred, requiring consultation with the Critical winner. Winning characters may press their attack and Fumbles table. move with the loser.
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.
WARHAMMER FANTASY ROLEPLAY COMBAT CHEAT SHEET Fleeing 3. If the second die roll is also a 6, do not make another 1. Characters can flee voluntarily or be forced to by other WS/BS test, merely roll another D6 and so on until a circumstances. Characters who choose to flee do so by number less than 6 is rolled. declaring that as their action that round. Characters 4. Damage is calculated the same as normal damage. who are forced to flee do so as their action in the next 5. Luck may not be used to cause additional damage. round. Wounds and Recovery 2. Fleeing characters turn their back to the enemy and 1. Wounds fall into three different categories: move away. Unless otherwise specified, characters can a. Light: the character has 2 or more remaining choose to flee at cautious, standard, or run rates, but Wound points. will usually run. i. Lightly wounded characters will 3. Characters fleeing from combat are open to attack. Each recover naturally, given enough time opponent can strike one blow at their back, no matter to rest. how many Attacks they have and regardless of normal ii. Lightly wounded characters recover turn sequence. Those attacking the fleeing character at the rate of 1 Wound point per day gain the +10% modifier to WS for winning, if they have of complete rest. Characters who rest not already qualified for that bonus. The fleeing for a week recover an additional character may not parry or use a shield. Armor protects number of Wound points equal to as normal. their Toughness score. 4. During the round in which an opponent flees, the victor b. Heavy: the character has less than 2 remaining must remain stationary-or at least do no more than turn Wound points, but has NOT suffered any to meet a fresh charge or continue to fight normally if critical hits. engaged by another opponent. The attack against the i. Heavily wounded characters will not fleeing character is free, and the victor may make the start to recover naturally until a normal number of attacks against any other opponents. surgeon or healer has treated them. Missile Fire ii. After a successful Surgery or Heal 1. There are three phases to Missile Fire: Draw/Load, Aim, Wounds skill use, the character Fire/Throw. Each missile weapon specifies how much recovers as per lightly wounded time each of these actions take. characters. 2. Roll D100 to hit. If the roll plus modifiers is less than or c. Severe: The character has suffered one or equal to your BS, you hit. more critical hits. 3. Hit location is determined by reversing the D100 roll. i. Severely wounded characters will 4. Damage is calculated by rolling D6 and adding the ES of probably need attention by a healer the weapon, subtracting the target’s T and armor value. in order to survive long enough to 5. If a critical hit is scored, roll D100 and consult the reach a surgeon. critical hit tables. ii. Each critical hit will explain the 6. Shooting into hand-to-hand combat and groups particulars of the injury. a. When shooting at a target who is engaged in 2. Healing Modifiers melee combat, if the shooter rolls equal to or a. Healers can increase the daily healing rate to less than his BS, he hits his intended target. If their patient’s Toughness score. he misses, there will be a range of 5% per b. Surgeons can increase the daily healing rate to additional creature in melee where the three times their patient’s Toughness score. 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 (Ulric’s Fury) 1. When a creature rolls 6 on their damage die, they may cause additional damage—the gift of Ulric’s Fury. 2. The character rolls D100 a second time. If the number rolled is equal to or less than the character’s WS/BS (as appropriate), additional damage is caused. Another D6 is rolled and the result added to the first die roll.
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.