Chapter VI: Combat, Damage & Movement
Aim (Half Action) The character takes extra time to set up a melee or missile attack, thus increasing the chance to hit. If the character’s following action is a standard attack, he gains a +10% bonus to Weapon Skill (for melee attacks) or Ballistic Skill (for ranged attacks). Cast (Varies) The character unleashes a magic spell. If the character spends an extra half action, the Casting Roll can be augmented with a Channelling Skill Test. See Chapter 7: Magic for more information. Casting can be an extended action. You cannot cast more than one spell per round. Charge Attack (Full Action) The character rushes up to an opponent and delivers a single attack. The opponent must be at least 4 yards (2 squares) away from the character but within the character’s charge move (see Table 6-1: Combat Movement in Yards ). The last 4 yards (2 squares) of the charge must be in a straight line, so the charger can build up speed and line up with the target. The charging character gains a +10% Weapon Skill bonus. Disengage (Full Action) The character breaks off from melee combat and may move away (see Table 6-1: Combat Movement in Yards for distances). Difficult terrain like rubble or underbrush reduces distances moved by half (round up). If trying to move away from one or more melee opponents without using the disengage action, each opponent gets a free attack against the character before he moves away. This is a bonus attack and is made in addition to any other attacks opponent’s make during their turn. Move (Half Action) The character can make a short move (see Table 6-1: Combat Movement in Yards for distances). Difficult terrain like rubble or underbrush reduces distances moved by half (round up). Ready (HalfAction) The character can unsheathe a weapon, or pull an item out of a convenient pouch or pocket. The character also put away an item already in hand at the same time. So, for example, a character could sheathe a sword and unsheathe a dagger as one action. A character can also use this action to take a flask or other container and drink a draught. Reload (Varies) The character can reload a missile weapon. See Chapter 5: Equipment for the time taken to reload different ranged weapons. Reload can be an extended action. Stand/Mount (Half Action) A character can get up if currently on the ground, or mount a riding animal like a horse or pony. Standard Attack (Half Action) A character can make one melee or ranged attack. Swift Attack (Full Action) The character can make a number of melee or ranged attacks equal to his Attacks Characteristic. The character must have Attacks 2 or better to take advantage of this action. If making a missile attack, a character can only use this action if the weapon can be reloaded as a free action or if
T he T aCTICal m ap The WFRP rules are written so that you can use a tactical map (sometimes known as a battle mat) and 30mm miniatures while playing out combats if you want to. This approach adds a nice visual element to the game and lets you instantly understand the relative positions of all the combatants. You can find some maps with terrain features printed right on them while others are blank but can be written on with wet-erase pens. The latter allow you to sketch out the terrain and other important features on the map before combat. The wet-erase maps also make it easy to track the duration of spells, reload times, and the like, since you can keep notes right on it. A tactical map is overlaid with a grid of 1” squares to make measuring distances easier. In WFRP these squares represent a distance of 2 yards by 2 yards. To make fullest use of the tactical map, you’ll need miniatures. You’ll want one for each PC and the GM should try to collect a fair number of the most common foes: Beastmen, Orcs, Goblins, Mercenaries, etc. If you don’t have any miniatures, there are all sorts of things you can substitute, like counters, coins, or stones. Humans, Dwarfs, Halflings, Beastmen, and other humanoids each occupy a single square on the map. Larger creatures can take up 2, 4, or even more squares. If you don’t like tactical maps, but still want to use miniatures, the rules can easily accommodate this. Simply use a tape measure and substitute the word “inches” wherever the book says “squares”. This makes movement more flexible and has the advantage of allowing the easy use of three-dimensional terrain. Some gamers don’t like to use miniatures at all, preferring to imagine all the action. For this reason, wherever distance is specified in the rules, it is given in yards first, followed by the number of squares in parentheses. This method requires the GM to keep a snapshot of the action and the relative positions of all the combatants in his head, but it also allows for greater narrative freedom in describing the action. the character has a loaded pistol weapon in each hand. In the latter case, the character can make a maximum of 2 attacks (one per weapon). Use a Skill (Varies) The character uses a skill, which usually involves making a Skill Test. See Chapter 4: Skills and Talents . This can be an extended action. a dVanCed a CTIons Once players have mastered the use of basic actions, the GM and players may want to add a greater tactical element to combat. This is where advanced actions come in. Since these actions often require some round to round adjustment to Characteristic values, it is a good idea to get some experience with basic actions before trying to use the advanced actions. All Out Attack (Full Action) The character makes a furious melee attack, exposing himself to danger in order to land a forceful blow. The character’s melee attack gains a +20% Weapon Skill bonus. However, until his next turn, the character cannot parry or dodge. Defensive Stance (Full Action) The character strikes no blows this round, preferring instead to concentrate on self-defence. Until his next turn, all melee attacks against the character suffer a –20% Weapon Skill penalty.
127
Made with FlippingBook - professional solution for displaying marketing and sales documents online