====== Combat ====== [ [[wfrp4:start|Back]] ] ===== Order of Battle ===== - Round == All Combatants take their Turns in Initiative Order - Turn == A Character Performs Their Actions * 1 Move Action * 1 Action * N Free Actions - Determine Surprise (if applicable) - Initiative Order == Who Goes First * Highest value goes first for all Options * Option 0: Highest **Initiative** goes first, **Ag** breaks ties, **Agility** Test breaks double ties * Option 1: Roll **Challenging (+0) Initiative** Test to determine order * Option 2: Roll 1d10 and add to **I** to determine order * Option 3: **AgB** + **IB** + 1d10 determines order - Perform Turn * Move Action (yards) * At any time during your Turn * Move your **Walk** or **Run** Value as desired (no **Athletics** Test required) * Sprint: **Run** Value + SL == Burn your **Action** and make an **Average (+20) Athletics** Test * Action * Cast Spell / Say Prayer * (prayer) Roll **Pray** Test * (spell) ?? * Other Misc things as determined by GM * Attack Action - Attacker Rolls Attack: * Test Difficulty = Challenging (+0) + 10*Advantage Levels * (melee) Roll **Melee (whatever)** Test * (ranged) Roll **Ranged (whatever)** Test - Defender Rolls Defense: * Test Difficulty = Challenging (+0) + 10*Advantage Levels * (parry) Roll **Melee (whatever)** Test * (dodge) Roll **Dodge (whatever)** Test - Hit or No Hit: * Higher SL wins the contest * If Attacker wins, damage is dealt with SL difference as rollover, Defender loses all Advantage Levels and Attacker gains 1 Advantage Level. * If Defender wins, no damage is dealt, Attacker loses all Advantage Levels and Defender gains 1 Advantage Level. - Where Did it Hit? * Attack Roll == flip the digits (so a 13 hit roll goes to 31), and consult Body Location chart - How Much Damage Did it Deal? * Wounds Inflicted == (Attack SL + Weapon Damage) - (Defender TB + Body Location Armor Value) - If Critical or At 0 Wounds * Consult [[wfrp4:combat#criticals_tables|Critical Wounds Table]] for the specific Body Location and roll 1d100 * Apply [[Conditions]] * Make End-of-Turn Rolls - Move on to next person - After everyone has gone * Any End-of-Round occurrences happen now - Top of the round * All //Surprised// Conditions are removed * Do not reroll Initiative, just use the same order ===== Criticals Tables ===== ^ Location ^ | [[Head]] | | [[Arm]] | | [[Body]] | | [[Leg]] | ===== Conditions ===== * [ [[Conditions]] ]