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WFRP 4e Combat Cheat Sheet (DRAFT) by

Combat rules and modifiers in WFRP4e

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

Combat Summary

Determine initiative order by (I).
If multiple combatants have tied (I), use (Agi) instead.
1. Determine Suprise!
Check Surprise.
2. Round begins.
Apply effects if necessary.
3. Combatants take turns.
Perform an Action and a Move in initiative order.
4. Round ends.
Apply effects if necessary.
5. Repeat steps 2-5.


If one side is planning an attack, they can attempt to harness the element of surprise by:
Make a successful Stealth Test in approp­riate cover. Characters may oppose this with a Perception Test if they are wary.
Sneaky Tactics:
Attack from behind, in the dark, through heavy fog, or from above! The GM may allow a Perception Test to spot the incoming attackers.
Loud bangs, milling crowds and an especially engaging sermon are just some of the distra­ctions that could harbour a surprise attack!
Unprepared Defenders:
If the enemy are partic­ularly unwary, the attackers automa­tically surprise their victims.
Something Else:
Other sneaky and ingenious plans concocted by cunning players — the GM has the final call on the possib­ility of surprise.
If there is a chance the ambushers will be spotted, make an Opposed Stealth vs Perception Test, usually with the character with the worst Stealth opposing all potential spotters. If the ambusher wins, each defeated character gains the Surprised Condition.
If no-one is surprised, proceed with the combat as normal.
If anyone is surprised, they can use a Resolve point to remove the Surprised Condition.
Surprised: You can take no Action or Move on your turn and cannot defend yourself in opposed Tests. Any opponent trying to strike you in Melee Combat gains a bonus of +20 to hit. The Surprised Condition does not stack. At the end of each Round, or after the first attempt to attack you, you lose the Surprised Condition


In combat, your Action is used to do something. Attack, jump, or take a moment to gauge the situation, that’s up to you. Your Action is only limited by your imagin­ation, the physical constr­aints of the fight location and the capabi­lities of your Character.
Free Action
Shouting a warning, drawing your weapon, or drinking a potion. If an act requires you to make a Test, it is an Action rather than a Free Action.
Something requiring a test.
Within range of your ranged weapon and visible // Adjacent Engaged with your melee weapon(s).


1. Roll to Hit
Opposed Melee Test with your Opponent. If you win the Test, you hit your opponent and gain +1 Advantage. If you lose the Opposed Test, your opponent gains +1 Advantage and your Action is finished.
Roll a Ranged Test for the weapon you’re using. If you are succes­sful, you hit your opponent and gain +1 Advantage. If you fail, your Action is over. Your opponent doesn’t gain Advantage in ranged combat
2. Determine Hit Location
Reverse your ‘Roll to hit’ Test result to determine a Hit Location (Table).
3. Determine Damage
Take the SL of your (Opposed) Test and add it to the Weapon Damage of the weapon you’re using. This final number is your Damage. Damage = Weapon Damage + SL
4. Apply Damage
Subtract your opponent’s Toughness Bonus and any Armour Points protecting the Hit Location from your Damage. If this is 1 or less, your opponent has shrugged off the worst of the attack and only loses 1 Wound. Should the Wounds lost exceed your opponent’s remaining Wounds total, your opponent takes a Critical Wound and gains the Prone Condition Wounds Suffered = Damage – opponent’s (Toughness Bonus + Armour Points)

Hit Locations

Criticals and Fumbles

Any successful Melee or Ranged Test that also rolls a double causes a Critical. This means you have dealt a signif­icant blow, and it even happens when you are the defender in an opposed Test.
Your opponent receives an immediate Critical Wound (Crtitical Table).. Beyond that, SL is calculated as normal, as is who wins any Opposed Tests.
Any failed combat Test that also rolls a double is a Fumble. Roll on the Oops! Table.
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 primary arm location using the units die as an effective sl for the hit, and your weapon is destroyed


Opposing a Melee Attack

Prepare to dodge or parry incoming blows, to hold a defensive position in a doorway, or use language (magick) to deploy an array of dispel. As your action, choose a skill to use defens­ively and you will get +20 to defensive tests using the skill until the start of your next turn.
You can oppose an incoming melee attack with more than just your melee skill. the most obvious choice is Dodge, but also: intimi­date, charm, Leader­ship, and more.


If you are not Engaged in combat already, you can use your Move to Charge. If you Charge, your Action must be a Melee Test to attack an opponent. If your opponent is at least your Move charac­ter­istic in yards away before you Charge, but within your Run range, you will also gain +1 Advantage.
I. If you have more Advantage than your opponents, you can manoeuvre yourself beyond reach. Drop your Advantage to 0 and move away from your opponents without penalty, perhaps choosing to Charge a new target, run away as fast as possible, or backstep a little and fire a pistol in an opponent’s face!
II. Use Dodge; if you have lower or equal Advantage to your opponents, use your Action to make an Opposed Dodge/­Melee Test. If you succeed, you gain +1 Advantage, and can use your Move to go anywhere you wish using the normal rules. If you fail, each opponent defeating you gains +1 Advantage and you cannot move.
If you cannot escape otherwise, you can turn your back and flee as your Move. Often, Fleeing is involu­ntary, caused by Terror or magic.
If you flee, your opponent immedi­ately gains 1 Advantage and may attempt 1 free attack. The free attack is an unopposed Melee Test +20.
If you are hit, your opponent gains +1 Advantage, and you must enact a Challe­nging (+0) Cool Test: if failed, gain a Broken Condition, and a further +1 Broken condition per SL below 0.
Once the free attack is concluded, you may move up to your Run Movement directly away from your opponent, assuming you still can
You can use your Action to sprint. This requires an Average (+20) Athletics Test, and the distance covered is in addition to your Move this round. You sprint your Run movement + SL in yards
You move at half rate up or down ladders or other easily climbed surfaces. If you want to climb more quickly, spend your Action to make an Average (+20) Climb Test. You will Climb an extra Movement + SL yards.
You can leap your Movement in feet without having to make a Test. If you want to jump farther, this takes an Average (+20) Athletics Test if you have a run up of at least your Movement in yards; if you do not, the Test is Challe­nging (+0). On a success, each SL adds an extra foot to the leap. If you succeeded with +0 SL, you manage an extra 6 inches with your jump.
You suffer 1d10 Damage + 3 Damage for every yard you fall. Any suffered Damage is reduced solely by your Toughness Bonus.
If you are purpos­efully falling you can attempt an Average (+20) Athletics Test to lessen the damage. If succes­sful, you count as having fallen 1 less yard, plus an extra yard less per SL scored.
If you reduce the distance you count as having fallen to 0 or less, you will suffer no Damage from the fall.
If more Wounds are suffered from a fall than your Toughness Bonus, you also gain the Prone Condition.


Ranged Combat

Ranged attacks cannot be opposed with Melee Skills unless you have a large enough shield, or if they are at Point Blank range, where it is also allowable to Dodge.
You cannot make ranged attacks whilst Engaged, unless you are armed with a ranged weapon that has the Pistol Quality
If you use your Ranged Skill when you are Engaged with your target, the target may Oppose your attack with any Melee Skill

Combat Difficulty