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Regeln für Kämpfe 1.2.

Posted by SpielleiterFor group archive 0
Spielleiter
GM, 5 posts
Sat 29 Dec 2012
at 22:17
  • msg #1

Regeln für Kämpfe 1.2

COMBAT RULES

ROUNDS AND TURNS
Combat Rounds (CR) = 3 seconds
Narrative Round (NR) = 10 seconds (using a skill, First Aid, Bleeding, equals 3 CR)
Turn (TN) = 6 narrative rounds (Treat Wounds)

INITIATIVE
Agility is used to determine initiative. If you are wearing mail armor there is a -10 modifier to Initiative. This is not an overall Agility penalty just an Initiative penalty. Dodge is also affected.

Initiative is cyclical. Unused Dodges and parries will carry over into the next round if I need them. But if in the previous round they were all used and then the three enemies attack before your parries and dodges refresh you just get hit.

ACTIONS
Characters are allowed one FULL ACTION or TWO HALF ACTIONS in a single Combat Round (CR) round. The only limit to the number of FREE ACTIONS a character can take in this time is common sense, or GM determination.

(Call a) Delay – FREE ACTION - (allows a character to withhold a declared ½ or Full Action to be triggered by a specific circumstance)"If he goes for his weapon I will shoot him with an aimed shot."

Calling a delay requires that you identify a trigger, target and specific action.

Examples follow -

- Swift attack (Action)on the first one (Target) who engages me in hand to hand combat (Trigger)

- When one of them (Target)charges (Trigger) I will swift attack (Action)

- As soon as I have a clear shot (Trigger) I will fire my pistols (Action) at point blank range on the nearest one (Target)

- As soon as I have a clear shot (Trigger) at the bear-man (B1)(Target) I will fire two arrows (Action)

- swift attacks (Action) after X attacks (Trigger) the thing (Target)


Disengage - FULL ACTION - (Disengage is a FULL action allowing a character to back out of combat without giving his/her opponent a free attack. Backward movement is at half Movement 4(2).

Standard Attack – HALF ACTION – Allows the character to take a single hand-to-hand attack.

All Out Attack – FULL ACTION – +20% to hit with a single attack, character cannot parry or dodge until their next ACTION in the initiative order of the next round.

Charge - FULL ACTION - Run at a target mostly in a straight line and make a single attack with a +10% WS to hit.

Maneuver – HALF ACTION – (can force an opponent back, into others or terrain, opponent gets a Agility Test to resist, if forced into others this can cause the other character to also be Maneuvered. If a character has no room they lose their action other than to make an Agility test to get their footing back.

Move - HALF ACTION - Walking.

Speak (Say a few words) – FREE ACTION - (allows a character to say a few words without penalty) The Secret Languages skills allow a character to communicate a lot to others with the same Secret Language in just a single word or gesture. Anything more than a few words in a Combat Round requires a HALF ACTION.

Swift Attack - FULL ACTION - If you move at all, you cannot make a Swift attack. Without Talents such as Street Fighting, Pugilist or Blind Fury the only way you can ever get more than one attack is if you delay for someone to engage your character or do not move.

STAGGERED ATTACKS
If you make a Swift Attack you divide your Initiative by the number of attacks you have and take them in the appropriate Initiative order. i.e. If you have a 45 Initiative and 2 attacks, you make your attacks on 45 and 23. If you have 3 attacks you would go on 45, 30 and 15. Using a Lightning Parry causes you to forgo your NEXT available attack, not the last attack.

PARRIES
Characters can only parry if they have called a Parry Stance, are carrying a weapon or shield (+10 to WS) in the off hand or have the Lightning Parry Talent. Characters can only attempt to parry a recognized incoming attack. Parries against an unarmed attacker, causes normal damage to the attacker if the parry is successful. i.e. If you parry away a punch attack with your sword, you inflict a normal hit to the arm on the attacker. Natural Weapons do not count as unarmed attacks.

Shields
Everyone has a WS +10% to parry with a shield. Frontal missile attacks are at a -10% because of the shields size.

Ordinary Weapons in Off-Hand
Because it requires a natural ability or training to use an off-hand parrying weapon those with Ambidextrous or SWG (Parrying) roll WS. Those without Ambidextrous or SWG (Parrying) roll WS -20%.

Parrying Weapons
Because they are designed for parrying in the off-hand, those with SWG (Parrying) roll WS + possible Defensive Bonus +10%. Those without SWG (Parrying) roll 1/2 WS + possible Defensive Bonus +10%.

Quarter Staves, Spears and Halberds
When used two handed, staves, spears and halberds allow a free parry at +10% WS for being Defensive.

Parrying of unarmed attacks
A successful parry with a weapon or shield against an unarmed attack causes normal damage to the unarmed attacker. Natural Weapons do not count as unarmed attacks.

Lightning Parry Talent
This talent allows a character to exchange their NEXT (not their last) Swift Attack into a parry. Lightning Parries are rolled seperately and will be used in the order they are presented. If the attack lands after the characters last Swift Attack the character essentially gets an additional free Parry. Despite what the Rulebook says a character can have a Free Parry (off hand) and use a Lightning Parry (on hand weapon) in the same round. But only one Swift Attack can be exchanged for the Lightning  Parry.

BALLISTIC COMBAT
Point Blank Range
Point Blank Shots with firearms are at +30% BS. This will only apply to firearms and only to targets within 3 meters who are not in hand-to-hand with the shooter.

Firing into a Group or Melee
Add 5% to the firers BS for each additional person or creature in the group or melee.  If the firer rolls a to-hit number within the added bonus they have hit a random target. If an archer with a BS of 40% fires into a group of 6 then there is an additional 25% he will hit someone at least. The GM will roll randomly who other than the target is hit. Allies will always be the lowest numbers on a random roll unless specified otherwise in the dice roller.

HIT LOCATION
Hit location is determined by reversing the attack test result. All punches, shoulder bash and shield bash hit which would land on legs are converted to arm hits. Head butt attacks are always to the head but can only be attempted if the target is grabbed or grappled.

HEAD HITS, STUN and STRIKE TO STUN TALENT
Head Hits
All head hits (hit results 01-15) can stun an opponent with a damage x 5% to stun.  The stunned target gets an immediate Toughness tests to avoid the stun and then rolls to recover with Toughness Test on the stunned characters Initiative. Stunned characters are unable to parry or dodge and are easier to hit (+20% WS to hit).

Strike to Stun
The Strike to Stun Talent allows an automatic hit to the targets head. Damage is rolled normally but only 1/2 of the damage after Toughness and armor is actual damage. The full amount rolled minus Toughness Bonus and Armor x5% +10% for Strike to Stun is the chance the attack has to stun the target. The target gets an immediate Toughness test to avoid the stun and then on their Initiative they roll Toughness to recover. Stunned targets are unable to parry or dodge and are easier to hit +20%. This attack can be combined with a Pummeling weapon for an additional +10% chance to stun. Stunned targets are unable to parry or dodge and are easier to hit +20%.

KNOCK DOWN
Anyone who takes more Wounds in a single hit than the total of their SB plus TB must make an Agility test to remain standing.

CRITICAL HITS
Critical wounds stack. If you survive a hit that takes you to a +2 Critical and then suffer another 2 Wounds you are at a +4 Critical.

FUMBLES
Fumbles occur during attacks and parries when you roll doubles above you target percentage. Thus if you need to hit 43% or less, you fumble on a 44, 55, 66, 77, 88, 99, or 00.

The fumbles correspond to the degree of the failure and after you report the fumble I will add the results of the fumble to your post. A fumble roll of 11 is much worse than a fumble roll of 00.

Fumbles will also occur when conducting other tasks at my discretion. If you miss with doubles report it to me and I will assess the circumstances. For example lock picks may jam, machines break, food tastes horrible etc.

One and Two-Handed Weapons
11 Hit self for a normal hit.
22 Weapon is lost or useless. Or Severely damage muscles - Lose 10 WS, BS, S, Agil for 7 minutes - 1 day per Toughness.
33 Weapon flies out of hand in random direction d5 yards. Or Pull muscles - Lose 10 WS, BS, S, Agil for 7 minutes minus 1 rounds per Toughness.
44 Slip and fall to the ground. Agility test or drop anything in hands. Opponents get a +10% to hit until you are back on your feet.
55 Over reach - Lose entire next Action. Whatever you were doing this round will carry through the whole next round. You may still dodge and parry if previous Action allowed them.
66 Drop weapon on the ground at your feet.
77 Twist ankle - Lose 1 M and 10 Agility for 5 rounds.
88 Almost drop weapon - Lose remaining attacks and parries until your next Action.
99 Awkward position - Opponent acts first next round regardless of Initiative.
00 Awkward attack - Lose 10% on attacks, parries and dodge until your next Action

Non-Gunpowder Missile Weapons
11 Hit self for a normal hit.
22 Weapon shatters. Bows cause Str 1 hit to face if uncovered.
33 Weapon begins to shatter. 20% every time it is used, 22 above for results.
44 Part of weapon breaks. Requires successful Trade Ability and spare parts to repair.
55 Lose footing - Agility test or drop weapon while trying to regain footing.
66 Spill all ammunition. Requires a half action to ready weapon regardless of quick draw or d3 rounds to recover all ammunition.
77 Drop weapon on the ground at your feet.
88 Fumble with weapon - Lose remaining attacks this round.
99 Trouble finding the target - Opponent(s) attack before you next round regardless of Initiative.
00 Awkward attack - Lose 10% on attacks, parries and dodge for the remainder of this round.

Gunpowder Missile Weapons
11 Weapon explodes for a normal hit on firer.
22 Shoot self for a normal hit.
33 Weapon damaged. -10% BS. Misfire Table on 91-00. Trade (Gunsmith) to repair.
44 Weapon damaged requires an extra Half Action to load. Trade (Gunsmith) to repair.
55 Drop weapon. Discharge in random direction for full damage 30% chance to hit.
66 Spill ammunition. 50% - gunpowder must be replaced. 50% - shot requires a half action to ready weapon regardless of quick draw or d3 rounds to recover all ammunition.
77 After missing the shot the weapon flies from your hand d5 meters away.
88 Fumble with weapon - Lose remaining attacks this round.
96-00 Advanced Misfires Table - Old World Armory pg 47

Thrown Weapons
11 Severely damage muscles - Lose 10 WS, BS, S, Agil for 7 days - 1 day per Toughness.
22 Pull muscles - Lose 10 WS, BS, S, Agil for 7 minutes minus 1 minute per Toughness.
33 Over exert muscles - Lose 10 WS, BS, S, Agil for 7 rounds minus 1 round per Toughness.
44 Fall flat on your face. Agility test or drop anything in hands. Opponents get a +10% to hit for remainder of this round.
55 Over adjust - Lose entire next Action. Whatever you were doing this round will carry through the whole next round. You may still dodge and parry if previous Action allowed them.
66 Fumble with garments - Lose all attacks and parries until end of this round.
77 Clumsy - Hit hand on something hard. Lose 10 BS for the next 5 rounds.
88 Fumble with weapon - Lose remaining attacks this round.
99 Trouble finding the target - Opponent(s) attack before you next round regardless of Initiative.
00 Awkward attack - Lose 10% on attacks, parries and dodge for the remainder of this round.

Parrying Weapons and Shields
11 Lean into the blow and take x2 wounds if hit.
22 Weapon/Shield is smashed or ruined.
33 Weapon/Shield flies out of hand in random direction d5 yards.
44 Trip and fall to the ground. Agility test or drop anything in hands. Opponents get a +10% to hit until you are back on your feet.
55 Drop weapon on the ground at your feet.
66 All WS/BS with this arm are at -10% for next 5 rounds.
77 Twist ankle losing 1 M and 10 Initiative for 5 rounds.
88 Almost drop weapon/shield losing remaining attacks and parries with it until your next Action.
99 Left yourself open to a counter attack, opponent gets a +10% for all attacks until your next Action.
00 Lose 10% on any parry with this weapon/shield until your next Action.

Natural Weapons
11 Smash your hand, foot or mouth on something hard taking 2 Wounds. Lose 10 WS, BS, S, Agil for 7 days - 1 day per Toughness. Successful Heal test healing 2 Wounds to recover sooner.
22 Smash your hand, foot or mouth on something hard taking 1 Wound. Lose 10 WS, BS, S, Agil for 7 minutes - 1 minute per Toughness. Successful Heal test healing 1 Wound to recover sooner.
33 Smash your hand, foot or mouth on something hard taking 0 Wound. Lose 10 WS, BS, S, Agil for 7 rounds - 1 round per Toughness.
44 Slip and fall to the ground. Agility test or drop anything in hands. Opponents get a +10% to hit until you are back on your feet.
55 Over reach - Lose entire next Action. Whatever you were doing this round will carry through the whole next round. You may still dodge and parry if previous Action allowed them.
66 Twist ankle - Lose 1 M and 10 Initiative for 5 rounds.
77 Hit your hand, foot or mouth on something hard taking no damage but lose the ability to use this attack form until your next Action.
88 Left yourself open to a counter attack, opponent gets a +10% for all attacks until your next Action.
99 Awkward position - Opponent attacks first next round regardless of Initiative.
00 Awkward attack - lose 10 from Dodge Blow and 10 WS until your next Action.

Dodge Fumbles
11 Severely pulled muscles - Lose 10 WS, BS, S, Agil for 7 days - 1 day per Toughness.
22 Pull muscles - Lose 10 WS, BS, S, Agil for 7 minutes minus 1 minute per Toughness.
33 Strained muscles - Lose 10 WS, BS, S, Agil for 7 rounds minus 1 round per Toughness.
44 Fall flat on your face. Agility test or drop anything in hands. Opponents get a +10% to hit for remainder of this round.
55 Almost fall - Lose entire next Action. Whatever you were doing this round will carry through the whole next round. You may still dodge and parry if previous Action allowed them.
66 Legs get tangled - Lose all attacks and parries until end of this round.
77 Twist ankle - Lose 1 M for the next 5 rounds.
88 Back pedal - Lose remaining attacks this round.
99 Dust in eyes - Opponent(s) attack before you next round regardless of Initiative.
00 Bad footing - Lose 10% on attacks, parries and dodge for the remainder of this round.


COMBAT TALENT ABBREVIATIONS AND MODIFIERS

Amb - Ambidextrous        no penalty with off hand
BC - Blind Courage         charge is Half Action, +10% WS, +1 Damage
Ch - Chosen of Manann      +10% on WS, BS, Str and Agil tests while at sea.
Dis - Disarm               WS, opp makes Str or Agil by same DoS
GBF - Grudge-born Fury     +5% WS against green skins
Hat(XX) - Hatred           +10% WS and WP verses whoever
MG - Master Gunner         -1/2 Action to reload.
MS - Mighty Shot           +1 damage with ballistic weapons
Pug – Pugilist             +1 Attack when outnumbered
QD - Quick Draw            Ready Weapon is Free Action
RR - Rapid Reload          -1/2 Action to reload
SS - Sharpshooter          +20 BS with Aim action
SF – Street Fighting       Dirty Trick, +10% WS, +1 Damage in Unarmed Combat
SMB - Strike Mighty Blow   +1 Damage in Hand-to-Hand
StI - Strike to Injure     +/- 10% on hit locations in Hand-to-Hand
StS - Strike to Stun       Auto hit head, dam x5%+10% to stun, 1/2 real dam
Sw - Swashbuckler          +10% WS to Feint, Jumps 1/2 Action, +1 yd on leaps
Wr – Wrestling             +10% to Str and grapple tests, use Str or WS

COMBAT AND WEAPON ABILITY MODIFIERS

A - Aim, +10%
AP - Armor piercing, -1 AP
B - Best Quality, +5%WS
Def - Defensive, +10% to parry
Fst - Fast, weapon is -10% dodge/parry
Imp - Impact, 2d10 for damage
M - Master Quality, +10% WS
PB - Point Blank, +30%
P - Pummeling, +10 to stun
Pre - Precise, adjust hit location + or - 10%
Sl - Slow, wpn is +10% to dodge/parry
Shr - Shrapnel, area of effect
UF – Ulrics Fury on damage when you roll a natural 10
UNR - unreliable, malfunction on 96-00
Stun – Stunned Opponent +20 to hit, unable to Dodge or Parry
2vs1 - Two to One, +10% to hit
3vs1 - Three to One, +20% to hit

WEAPONS and SPECIAL ABILITIES
Precise Special Ability - These weapons allow the attacker to adjust hit location by 10% up or down. This talent can be combined with the Strike to Injure Talent allowing a character to adjust hit location by + or - 20%.

DICE ROLLER
Please roll using the following format. Your BASE percentage should be in the ().When using the dice roller you should use the following abbreviations, as well as the Talent abbreviations above…

Examples follow

Charge #3 (63) Ch, B, +Charge (note that the 63 is base WS. I will adjust for the to-hit)

Damage #3 (63) SMB, STI, Imp, Sl (note that the number should be the base weapon damage I will take into effect the modifiers.)
This message was last edited by the GM at 10:27, Sat 08 July 2017.
Spielleiter
GM, 216 posts
Fri 3 May 2013
at 06:51
  • msg #2

Re: Regeln für Kämpfe 1.0

Using the Dice Roller

Make all your rolls every round. Even if you dont think you will use it please roll. Roll all your attack rolls, damage rolls, dodge and parry (in order of preference). Remember to roll "to hit" again if you roll 10 on damage for possible Ulric's Fury and if you roll under your attack skill roll the extra damage as well.
In the dice roller include all your modifiers.

Please, please, please roll using the following format:

- the target of the attack or attacks, (base skill), talent modifiers, other modifiers

Your WS or BS base percentage should be in the (). When using the dice roller you should use the above abbreviations.

Attack Examples follows

Att#(63),B,+Charge

- (attacking #3), base WS 63, Best Quality weapon +5, Charge +10

The target of your attack must, must, must be included in the dice roller. If you dont include it please ignore that roll and reroll. You can roll multiple dice in the same roll on the dice roller.

Damage Example follows

Dam(5)SMB, STI, Imp, Sl

- (base Strength), plus Strike Might Blow +1, Strike to Injure to adjust hit location, Impact Quality 2d10 damage, Slow +10 opponents parry/dodge

Rolling Sequence


all attacks
all damage
ulrics fury tests
ulrics fury damage
parry/dodge - in order of preference of use
possible stuns (head hits 1-15)
crits
_________________________
What is should look like....(not exactly but maybe this will help some people)

21:30, Today: Vasagros rolled 108 using 3d100 with rolls of 36, 36, 36. Poss Crits
21:30, Today: Vasagros rolled 36 using 1d100 with rolls of 36. Poss Stun
21:30, Today: Vasagros rolled 36 using 1d100 with rolls of 36. Dodge(95),Dau.
21:30, Today: Vasagros rolled 38 using 1d100 with rolls of 38. Parry(53),Dau,Def,Ex,BB.
21:29, Today: Vasagros rolled 7 using 1d10+2 with rolls of 5. Dam-Kick(4-3),SMB.
21:26, Today: Vasagros rolled 10 using 1d10+5 with rolls of 5. Dam-Parry(4),SMB.
21:26, Today: Vasagros rolled 96 using 1d100 with rolls of 96. Poss Ulrics Fury (53)
21:26, Today: Vasagros rolled 20 using 2d10+5 with rolls of 5, 10. Dam-#40(4),STM.
21:24, Today: Vasagros rolled 22 using 1d100 with rolls of 22. DT-Kick,#40(53),SF,Dau.
21:24, Today: Vasagros rolled 69 using 2d100 with rolls of 31, 38. Atts#40(53 ),Ch,Dau,Ex,BB.

Posting the results into the thread:

Just copy and paste the rolls into a PL to the GM inside the post describing your actions for the round. Its also great to put as the first line a simple statement in the PL regarding what actions you are taking. Such as charge or walk and ready weapon or swift attack and dirty trick or whatever.

I would recommend putting these samples into your scratch pad and adjust them for character and then when you need them pasting the notes into a notepad and using them to make your rolls. That way you will always be using the correct format and man will you make my life easier.

When I have to keep going back and forth on base weapon skills base strength and talents such as StI or SMB it makes things hard.

This is not meant to be troublesome to anyone but it makes things easier for me in big battles. Normally it take me about 1-2 hours a day for a round of combat. So I appreciate all the help I can get.

Please make a cheat sheet for yourself with all the combat talent modifiers as well as weapon trait modifiers as well as all the various movement modifiers.
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