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wfrp4:combat

Combat

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Order of Battle

  1. Round == All Combatants take their Turns in Initiative Order
  2. Turn == A Character Performs Their Actions
    • 1 Move Action
    • 1 Action
    • N Free Actions
  1. Determine Surprise (if applicable)
  2. 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
  3. 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
        1. Attacker Rolls Attack:
          • Test Difficulty = Challenging (+0) + 10*Advantage Levels
          • (melee) Roll Melee (whatever) Test
          • (ranged) Roll Ranged (whatever) Test
        2. Defender Rolls Defense:
          • Test Difficulty = Challenging (+0) + 10*Advantage Levels
          • (parry) Roll Melee (whatever) Test
          • (dodge) Roll Dodge (whatever) Test
        3. 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.
        4. Where Did it Hit?
          • Attack Roll == flip the digits (so a 13 hit roll goes to 31), and consult Body Location chart
        5. How Much Damage Did it Deal?
          • Wounds Inflicted == (Attack SL + Weapon Damage) - (Defender TB + Body Location Armor Value)
        6. If Critical or At 0 Wounds
    • Apply Conditions
    • Make End-of-Turn Rolls
  4. Move on to next person
  5. After everyone has gone
    • Any End-of-Round occurrences happen now
  6. 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

wfrp4/combat.txt · Last modified: 2019/09/16 03:06 by tara