Warhammer Fantasy Roleplay

Chapter VI: Combat, Damage & Movement

m akIng an a TTaCk To attack an opponent, a character must use an attack action (all out attack, charge attack, guarded attack, standard attack, or swift attack). A character must be adjacent to his opponent to make a melee attack and must have line of sight to the target if making a ranged attack. The following method is used to resolve attacks: 1. Roll to hit using percentile dice. Use Weapon Skill for melee attacks and Ballistic Skill for ranged attacks. If the player rolls equal to or less than the character’s Weapon Skill or Ballistic Skill (as appropriate), a hit is scored. Determine Hit Location. If a hit is scored the player determines where the blow has landed. Take the attack roll, reverse the order of the percentile dice (an attack roll of 37, for example, would hit location 73), and consult the following chart: h IT l oCaTIon % roll Location 01-15 Head 16-35 Right Arm 36-55 Left Arm 56-80 Body 81-90 Right Leg 91-00 Left Leg and add the damage for the character’s weapon (see Chapter 5: Equipment ). The result is the damage total. Opponent reduces damage. Subtract the opponent’s Toughness Bonus and any Armour Points on the location that has been hit. Record damage (if any). If any damage remains, it is deducted from the opponent’s Wounds total. If the amount of damage caused is reduced to 0 or below, the opponent is too tough and/ or well armoured and the blow inflicts no Wounds. Example: Thariel, a Kithband Warrior with Ballistic Skill 42%, attempts to shoot a Goblin that has wandered near her Elf village. She rolls a 25%. Since this is less than her Ballistic Skill, she has hit. Next, she reverses the order of the dice to determine hit location. The 25% becomes a 52%, so her shot hit the Goblin in his Left Arm. Now she rolls her damage. She is using a longbow, which is a Damage 3 weapon. She rolls 1d10 and gets an 8. Her damage total is thus 3+8=11. The Goblin has a Toughness Bonus of 2 and he is wearing a Leather Jerkin. Since the armour does not cover the arms, the Goblin can only use his Toughness Bonus to reduce the damage. The Goblin takes 11–2=9Wounds. d odge and p arry A melee attack roll already assumes that the target is defending himself to some degree (for helpless characters, see page 133). A melee attack does not represent a single swing of a sword, but a series of exchanges in which the attacker tries to find an opening and the defender tries to deny him one. A failed roll means the defender was too difficult to hit effectively, while a successful roll means the attacker was able to strike a telling blow. The attack roll does not tell the whole story, however. It is possible to avoid even a successful hit by either parrying or dodging. These are a combatant’s last lines of defence. A character can attempt to parry a successful attack, either by using the parrying stance action or by taking advantage of a weapon in his secondary hand, but he must have a weapon ready and be aware of 2. 3. Roll damage using a 10-sided die. Roll 1d10 4. 5.

the attack. A Weapon Skill Test is made to parry the blow. If the character succeeds, that attack is beaten back and is considered to have missed (there is no damage roll). If he fails the test, the attack connects and his opponent may roll for damage as usual. Parrying requires no special skill or talent to attempt. It’s a half action to enter a parrying stance, but if you have a weapon in your secondary hand you can parry as a free action. See the following section for more Dodge Blow is an Advanced Skill, so usually only trained warriors can use it. Once a hit is scored, but before damage is rolled, a character can try to dodge if he has the skill and is aware of the attack. This is simply a Dodge Blow Skill Test (see Chapter 4: Skills and Talents ). If the Dodge Blow Test is successful, the character gets out of the way at the last minute and the attack is considered to have missed (there is no damage roll). If he fails the test, the attack connects and his opponent may roll for damage as usual. Dodging is a free action. A character can only make one dodge per round. A character cannot attempt to parry and dodge the same attack. A character can only dodge and parry melee attacks, not ranged attacks. Example: On Initiative 33 an Outlaw initiates combat by charging Klaus, a Messenger whose Initiative is only 25. The Outlaw makes an attack roll and hits. Klaus does not have Dodge Blow so he cannot try to evade the strike. Since the Outlaw got the drop on Klaus and the Messenger hasn’t taken his turn yet, Klaus can’t have entered a Parrying Stance. However, he is a carrying a shield, which gives him one free parry per round. He opts to use the parry, makes a successful WS Test, and beats back the attack. On Initiative 25, Klaus takes his turn. He spends a half round action to Aim (giving him a +10%WS bonus on his next attack) and then uses his second half round action to make a standard attack. He hits the Outlaw, but the bandit has the Dodge Blow Skill and makes a successful test to avoid the attack. A new round now begins (so Klaus gets another free parry) with the Outlaw taking his turn on Initiative 33. T wo w eapon f IghTIng Many warriors fight with a weapon in either hand (this includes shields). There are advantages and disadvantages to this style of fighting. The following rules apply when you are fighting with two weapons. T able 6-1: C ombaT m oVemenT In y ards Movement Move/ Charge Characteristic Disengage Attack Run 1 2 4 6 2 4 8 12 3 6 12 18 4 8 16 24 5 10 20 30 6 12 24 36 7 14 28 42 8 16 32 48 9 18 36 54 10 20 40 60 information on the benefits of two weapon fighting. A character can only make one parry each round.

129

Made with FlippingBook - professional solution for displaying marketing and sales documents online