Warhammer Fantasy Roleplay

Chapter VI: Combat, Damage & Movement

C ombaT e Xamples

Example: Hans (H on the map to the left), aWoodsman, is walking down a road, where two bandits (B1 and B2 on the map) await in ambush. Hans has an Initiative of 32 and the bandits have an Initiative of 38. The bandits go first and decide to delay, a half action. Each now has a half action reserved for later use. At this point the GM asks Hans to make a Perception Test, which he succeeds at. The GM tells theWoodsman that he spots a sword-armed bandit lurking just up the road. On his turn, Hans moves (a half action) down the road towards the bandit. He would have made a charge attack, but the final 4 yards (2 squares) of a charge attack must be in a straight line and the way the road curves prevents this. Once Hans has moved 6 yards (3 squares), bandit #2 opts to take his delayed action and makes a standard attack with his bow (a half action). The bandit makes an attack roll and misses. An arrow sails by Hans as he turns up the road to face bandit #1, taking his last 2 yards (1 square) of movement. He ends his move right next to the sword-armed bandit. Before Hans can take his second half action, bandit #1 uses his delayed action to enter a parrying stance. Now if Hans attacks him, he’ll be able to parry. Hans now takes his second half action to make a standard attack on bandit #1 with his woodsman’s axe. He hits and the bandit tries to parry but fails. Hans’ axe strikes home and wounds bandit #1. Now that all combatants have taken their actions, a new round starts and the bandits take their turns.

Example: Gunnar, a former Coachman turned Highwayman (G on the map to the right), has run afoul of a pair of Mutants (M1 and M2 on the map). With his horse having run off, Gunnar has decided to make a stand behind a fallen tree. He takes cover and pulls out both his pistols. His Initiative is 47 and that of the Mutants 34. On his turn Gunnar makes a swift attack (a full action), firing a pistol from each hand to take advantage of his Attacks Characteristic of 2. His first attack, on Mutant #1, not only hits, but also inflicts a Critical and kills the Mutant with a headshot. His second attack, on Mutant #2, misses because off the penalty for using a weapon in his secondary hand. Mutant #2, seeing that Gunnar is holding empty pistols, decides to run (a full action) around the tree and right up to the Highwayman. This makes him vulnerable to melee attacks, but the Mutant doesn’t think Gunnar is too dangerous with both pistols discharged. Round 1 is now over. On round 2 Gunnar takes his turn. He confounds the Mutant by using his Quick Draw talent to put away his first pistol and pull out his sword as a free action. He then makes a Swift Attack. Since the Mutant ran, Gunnar gains a +20% WS bonus on his attacks. Both of his attacks hit and the Mutant dies messily, impaled on the Highwayman’s sword.

Example: Barruk, a Dwarf Pit Fighter (B on the map on the left), has just finished fording a river when he spies an Orc (O on the map) rushing toward him brandishing a huge choppa. The Orc’s Initiative is 35 and Barruk’s is 24. On his turn the Orc makes a charge attack (a full action), gaining a +10%WS bonus. He hits the Dwarf, but Barruk has a shield, so uses its parry (a free action) to deflect the incoming choppa. On Barruk’s turn, he attempts to manoeuvre (a half action) the Orc into the river. He wins the Opposed Weapon Skill Test and forces the Orc 2 yards (1 square) into the river. The Orc makes a Challenging (-10%) Agility Test (called for by the GM due to circumstance) and fails. The GM rules that the slippery footing and rushing water have caused the Orc to fall over. Barruk now makes a standard attack (his second half action) with his axe. The GM grants Barruk a +20%WS bonus since the Orc is knocked down in the mud and water. The Pit Fighter hits and wounds the Orc severely. The round now ends with the Dwarf in a very advantageous situation.

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