Warhammer Fantasy Roleplay

Chapter VI: Combat, Damage & Movement

T able 6-7: C rITICal e ffeCTs —b ody d10 roll Effect 1 The wind is knocked out of the character. All tests and attacks suffer a –20% penalty for one round. 2 Struck in the groin. The pain is such that the character cannot take any actions for one round. 3 Ribs busted by ferocity of attack. Character takes a –10% WS penalty until medical attention is received.

T able 6-6: C rITICal e ffeCTs —h ead d10 roll Effect 1 Disoriented by the blow. Character can only take a half action on his next turn. 2 Ears bashed causing ears to ring and head to spin. Character cannot take any actions for 1 round.

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The blow inflicts a nasty scalp wound. Blood runs into eyes, causing character to suffer a –10% WS penalty until medical attention is received. Armour damaged. Armour Points on this location are reduced by 1 until the armour is repaired with a successful Trade (Armourer) Skill Test. If character isn’t wearing any armour or players are using the Basic Armour system, use the #2 result instead. Knocked to the ground and dazed. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet. Knocked out for 1d10 minutes. Use the Sudden Death rules for any further Critical Hits on this character. Face shattered and knocked to the ground. Character is now considered helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this character. If he survives this combat, he must make a successful Toughness Test or lose an eye permanently. Stunned for 1d10 rounds.

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Armour damaged. Armour Points on this location are reduced by 1 until the armour is repaired with a successful Trade (Armourer) Skill Test. If character isn’t wearing any armour or players are using the Basic Armour system, use the #2 result instead. Knocked to the ground and badly winded. All his tests and attacks suffer a –30% penalty for one round and he must use the stand action to regain his feet. The blow results in serious internal bleeding and the character is helpless. Blood loss is such that the victim has a 20% chance of dying each round until medical attention is received. Test at the start of his turn each round. Use the Sudden Death rules for any further Critical Hits on this opponent. Spine pulverized and character is knocked to the ground. Character may do nothing until medical attention is received and is considered helpless. Use the Sudden Death rules for any further Critical Hits on this opponent. If he survives this combat, he must make a successful Toughness Test or become permanently paralyzed from the waist down. Several internal organs are ruptured by the violence of the blow causing death in a matter of seconds. Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe. Stunned for 1d10 rounds.

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Skull pierced by a mighty blow. Death is instantaneous.

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Killed in whatever spectacular and gore-drenched fashion the player or GM cares to describe.

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— f aTe and f orTune p oInTs —

A ll Player Characters begin the game with a certain number of Fate Points (see Chapter 2: Character Creation ). Fate Points represent destiny and they are part of what makes a PC a cut above the average denizen of the Old World. A character can spend a Fate Point to avoid death from injuries, disease, poison, etc. and it is lost permanently (though characters may gain new Fate Points as rewards for heroic actions). The GM will explain how this works when the time comes. GMs can find guidelines for handling Fate Points in Chapter 9: The Game Master . A character’s FP Characteristic also controls how many Fortune Points he has. Fortune Points are related to Fate Points, but they are different in two key ways. First, Fortune Points are a renewable resource. Each day a character can spend a number of Fortune Points equal to his Fate Points Characteristic. Second, Fortune Points are not as powerful as Fate Points. They represent the small ways in which fortune smiles upon the character and can be considered part of his larger destiny.

Fortune Points can be used in one of four ways: • A character can spend a Fortune Point to re-roll one failed Characteristic or Skill Test. This can be done any time, not just in combat. Only 1 Fortune Point can be used when attempting an Extended Test. A character can spend a Fortune Point to gain an extra parry or dodge. This does allow a character to parry or dodge more than once in a round, which is normally forbidden. A character can spend a Fortune Point to gain an extra 1d10 on his Initiative roll. In other words, the character rolls 2d10 and adds the result to his Agility to determine his Initiative at the start of combat. A character can spend a Fortune Point to gain an extra half action during his turn. A character’s Fortune Points are calculated at the start of each day. • • •

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