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WFRP4e Reference Sheet Cheat Sheet (DRAFT) by

Integrating Basic and Up in Arms Combat Rules

This is a draft cheat sheet. It is a work in progress and is not finished yet.

Combat Summary

1. Determine Surprise: The GM determines if any characters are Surprised. Only occurs on the first turn.
2. Determine Initia­tive: Each combatant rolls 1d10 and adds it to their Initiative (I) Charac­ter­istic.
3. Round Begins: If the rules call for something to happen at the start of the Round, it happens now.
4. Take Turns: Each combatant takes a Turn in Initiative order, starting with the highest Initia­tive. See Combat Actions.
5. Round Ends: The Round ends when all combatants have taken a Turn. If the rules call for something to happen at the end of the Round, it happens now.
6. Repeat Steps 3–6 As Required: Continue to play through Rounds until the combat is resolved.

Combat Actions

Walk: Unless engaged in combat, can always take a move action each turn, and 1 other different action. Move up to Walk movement.
Sprint: Cannot be engaged. Average (+20) Athletics Test; sprint up to Run movement +SL in yards. In addition to Walk.
Charge: Cannot be engaged. Used as a move action, replacing Walk. Uses rules for Sprint. Must use a follow-up Melee Attack action, which gains +10 bonus.
Assess: Use a Skill to gain combat advantage; make a Dramatic Test. See Advantage.
Attack: This is a melee or ranged attack, see corres­ponding tables. Cannot use Ranged if engaged, becomes or remains engaged if using Melee.
Defend: Use a Skill to Defend, such as Dodge or Agility. Gain +20 to defensive Tests until the start of next turn.
Special: Actions from Skills or Talents such as grappling, intimi­dating someone, casting a spell, using the Dual Wielder Talent, or staunching a bleeding wound with bandages.
Flee: Must be engaged. Opponent attempts 1 free attack (unopposed Melee Test w/ +20 bonus to hit). If hit enact a Challe­nging (+0) Cool Test: if failed, gain a Broken Condition, and a further +1 Broken condition per SL below 0. Flee up to Run movement directly away from opponent.
Climb: If not engaged, can climb as move action for 1/2 Walk movement. If wishing to climb faster, use action for an Average (+20) Climb Test: climb 1/2 Walk movement +SLs.
Kill: If an opponent has the Uncons­­cious Condition, if you have a suitable weapon to do so you may use this action to kill them.

Gaining Advantage

Surprise: Attacking Surprised enemies grants +1 Advantage.
Assess: If you use one of your Skills to secure a tactical advantage, gain +2 Advantage. If your Test succeeds by 6 SL or more, gain +3 Advantage.
Victory: Whenever you defeat an important NPC, gain +1 Advantage. Subduing a party nemesis may grant +2 Advantage at the GM’s discre­tion.
Winning: If you win any Opposed Test you initiated during combat, gain +1 Advantage.
Outman­oeuvre: If you wound an opponent without engaging in an Opposed Test, gain +1 Advantage. You can gain a maximum of 1 Advantage in this way, no matter how many opponents are wounded by your action.
 

Attack Steps

1. Roll to Hit: In Melee, Opposed Melee Test with opponent, highest SL wins. In Ranged roll a Ranged Test. Check Combat Difficulty for combat modifiers. If the test is succes­sful, proceed to 2. If rolling a double, it's either a Critical or a Fumble, check accord­ingly.
2. Determine Hit Location: Reverse Roll to Hit result and refer to Hit Locations table. If scoring a Critical, instead re-roll 1d100 to check location.
3. Determine Damage: Weapon damage charac­ter­istic +SLs.
4. Apply Damage: Total Damage - (oppon­ent's TB + AP on Hit Location). Minimum 1 damage applied. If damage exceeds remaining Wounds, opponent receives Prone condition and suffers a Deathblow or a Critical Hit, at the GMs discre­tion.
5. Critical or Fumble: If the Roll to Hit failed and was a double, roll on the Ooops! Table. If it hit and was a double, roll on the approp­riate hit location Critical Hit Table.
6. Critical Effects: Apply the critical's effects and any extra wounds that come with the result.
If rolling a Critical on a Critical Hit Table for an opponent who has been reduced to 0 wounds, add +10 to the result for each wound that would take them beyond 0. Note that extra wounds caused by the Critical Hit won't alter this roll's result.

Hit Locations (Humanoid)

Roll
Location
01-09
Head
10-24
Secondary Arm (usually Left)
25-44
Primary Arm (usually Right)
45-79
Body
80-89
Left Leg
90-00
Right Leg

Initial Advantage

Circum­stances
Advantage Awarded
Manoeu­vra­bility: One side possessing an advantage in movement such as being mounted or facing giant spiders in trees.
2
Outnum­bering: A greater number of opponents, but less than twice that of their opponents.
1
Outnum­bering: Outnum­bered 2 to 1.
2
Outnum­bering: Outnum­bered 3 to 1.
3
Surprise: One side has achieved an unexpected assault.
2
Terrain: Light fortif­ica­tio­n/cover or holding. An advant­ageous position, such as a hill.
1
Terrain: Heavy cover or holding a key position such as a bridge.
2
Threat: A side possesses a dangerous threat such as a warpfire thrower, Ogre, or Troll.
1
Threat: A side possesses a very dangerous threat, a match for several foes such as an organ gun, Manticore, or Griffon.
3
Threat: A side possesses an extremely dangerous threat, a match for a dozen lesser foes such as a Dragon or Greater Daemon.
5
 

Ooops! Table

Roll
Result
01 20
You catch a part of your anatomy — lose 1 Wound, ignoring TB or AP.
21 40
Your melee weapon jars badly, or ranged weapon malfun­ctions or slightly breaks – your weapon suffers 1 Damage. Next round, you will act last.
41 60
Your manoeuvre was misjudged, leaving you out of position, or you lose grip of a ranged weapon. Next round, your Action suffers a penalty of –10.
61 70
You stumble badly, finding it hard to right yourself. Lose your next Move.
71 80
You mishandle your weapon, or you drop your ammuni­tion. Miss your next Action.
81 90
You overextend yourself or stumble and twist your ankle. Suffer a Torn Muscle (Minor) injury. This counts as a Critical Wound.
91 00
You completely mess up, hitting 1 random ally in range using your rolled units die to determine the SL of the hit. If that’s not possible, you somehow hit yourself in the face and gain a Stunned Condition.
If you are using a Blackp­owder, Engine­ering, or Explosive weapon, and roll a Fumble that is also an even number — 00, 88, and so on — your weapon Misfires, exploding in your hand. You take full Damage to your Arm location using the units die as an effective SL for the hit, and your weapon is destroyed.

Wounds and Death

If Wounds are reduced to 0, gain Prone Condition.
You cannot remove Prone Condition until at least 1 Wound is healed.
Gain Uncons­cious Condition if not healed in TB rounds.
You cannot remove Uncons­cious Condition until at least 1 Wound is healed.
If Wounds would be reduced below 0, suffer a Critical Wound instead.

If a Character has the Uncons­cious Condition and 0 Wounds, then they total up the number of Critical Wounds (meaning total results from the Critical Damage Tables) they currently suffer. If this number is greater than their TB, they succumb to their injuries and perish at the end of the round unless they are healed of one or more Critical Wounds.
Furthe­rmore, if you have the Uncons­cious Condition, any enemy may use the approp­riate action to kill you.

Pulling your Blows

The rules assume you wish to inflict all the Critical Damage you can. However, you might wish to subdue an opponent rather than kill them. In this case, you must declare that you are pulling your blow before you roll to hit your opponent, meaning that you are using the flat of your blade or a technique to avoid badly hurting your opponent. In such circum­stances Wounds are still inflicted, but you only inflict Critical Damage if your opponent is reduced to 0 Wounds.
You may not pull blows with a weapon that causes Ablaze Condit­ions, missiles, or magic spells. The following Weapon Qualities are lost when pulling your blows: Hack, Impact, Impale, and Penetr­ating.