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WFRP4 Quick Reference (1.7)

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WFRP4 Quick Reference (1.7)

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Digitaldude 0
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© © All Rights Reserved
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4th Edition

Warhammer Fantasy Roleplay


QUICK REFERENCE SHEETS
Version 1.7 by Anders H. Larsen
TESTS & COMBAT
TESTS (pg. 49) COMBAT SUMMARY (pg. 156) SIZE MODIFIERS (pg. 341)
Simple Tests 1. Determine Surprise: Opposed Stealth vs Perception For Larger Creatures
Roll a d100 under skill (modified by difficulty) to determine Test, using lowest Stealth opposing all spotters. On Compare size differences and consult the following.
Success / Failure. Success, target group gain the Surprised Condition. One step lager:
2. Roll Initiative Order: 3 options when rolling for • Gain Damaging weapon quality.
Dramatic Tests
initiative:
Like a Simple Test, but the effectiveness of the test is • Cause Fear in target.
- Initiative Test to determine SL
determined by Success Levels (SL). See Outcomes Table below. • Ignore Disengage rules.
- 1d10 + Initiative
- 1d10 + Agility Bonus + Initiative Bonus • Win Opposed Strength Tests, unless opponent crits.
Success Levels
A single roll can be made for a group of combatants. • Can Stomp attack as a Free Attack (once pr. round),
Skill 10s die - Rolled 10s die
3. Characters Take Turns: In Initiative order (highest costs 1 Advantage. Damage equals Strength Bonus +0.
to lowest), each combatant takes a Turn. 1 Move, 1 Two or more steps larger:
Fast SL Action, + 1 free Action.
• Gain Damaging and Impact weapon quality.
On Success, use 10s die as your SL. (34 = 3 SL) 4. Round Ends: When all combatents have taken a turn.
On Failure, Skill 10s die - Rolled 10s die. • Multiply damage with number of steps larger
5. Repeat Steps: Repeat steps 3 & 4 until combat is (2 steps=×2, 3 steps =×3, and so on).
resolved.
Opposed Tests • Cause Terror in target.
Same as Dramatic Test, but with two parties making a test, Taking Your Turn • Ignore Disengage rules.
comparing SL. The difference in SLs equals the final SL of Move: On your turn, you can move around the battlefield. • Win Opposed Strength Tests automatically.
the Opposed Test (+2 SL vs. -6 SL = 8 SL). Difficult terrain will also require an Action to be traversed.
• Stomp attack (as above).
Action: Can be used to do anything, from swinging a sword
Extended Tests For Smaller Creatures
to jumping from a rooftop. Your actions are only limited by
Like Dramatic Test, but the SL scored from multiple rolls are Compare size differences and consult the following.
your imagination. They often require a Test to be made.
added together to reach a specified target SL.
Free Action: Smaller, easier Actions not requiring checks, can • Gain a +10 modifier to hit on melee and ranged.
(Optional) 0 SL results in +1/-1 depending on success /
be made for free. Shouting a warning, drawing your weapon, • When using Melee skill for defence, suffer -2 SL each
failure.
drinking a potion, etc. step your opponent is larger than you.
Assisting Tests
Each assisting character gives a +10 modifier to the test.
Assisting characters must: COMBAT MOVEMENT (pg. 165) MOUNTED COMBAT (pg. 163)
• Have at least 1 advance in the skill being tested. Running Distance Modifiers for riders
• Be adjacent to the testing character. Use Action to sprint. Running distance equals: • When Moving and Charging. Use mount Movement,
• Number of assisting characters cannot exceed Run Movement + SL’s of Average (+20) Athletics Test. Strength and Size Attributes.
appropriate Characteristic Bonus of the testing • +20 modifier to hit when attacking targets smaller than
character. Charging
your mount.
If not Engaged, Move can be used as a Charge up to 2x
Movement. If Charge distance > Movement, gain +1 • -20 penalty to Dodge.
Automatic Success / Failure
A roll of 01-05 is considered an automatic Success. Advantage. • If mount is bigger, they may cause Fear or Terror, and
A roll of 96-00 is considered an automatic Failure. • Action for the Turn must be a Melee Test. gain other advantages (see Size Advantage).
• A Mount without the Skittish Trait is effectively
Engaging another combatant.
DIFFICULTY TABLE You are Engaged when attacking or being attacked.
If you stop attacking and you are not attacked for a full round, Modifiers for footmen
Difficulty Test Modifier
you are no longer Engaged. • Attacking rider on larger mount, suffer -10 modifier
Very Easy +60 to hit.
Disengaging • When attacking, choose whether to hit the rider or
Easy +40 The following are options for Disengaging: mount.
Average +20 Use Advantage:
Challenging No Modifier • Must have Advantage greater than opponent. ADVANTAGE (pg. 164)
Reduce Advantage to 0 and Move as normal. Each Advantage adds +10 to Combat or Psychology Tests.
Difficult -10
Use Dodge:
Hard -20 Gaining Advantage
• Advantage equal or less than opponent. The following grant +1 Advantage in combat:
Very Hard -30 Use Action to make an Opposed Dodge/Melee Test. • Attacking a Surprised or Stunned opponent.
On Success, gain +1 Advantage and Move as normal. • Gaining tactical advantage with a Skill.
OUTCOMES TABLE On Failure, opponent gains +1 Advantage, you cannot Move. • Charging into combat.
Fleeing: • Winning an Opposed Test.
SL Result Succeeded?
Voluntary or Involuntarily leaving combat. • Wounding an opponent without Engaging (Ranged)
+6 or more Astounding Success Yes, perfectly! • Opponent gains +1 Advantage. • Defeating an opponent.
+4 to +5 Impressive Success Yes, exceeded • Opponent gets 1 free unopposed Melee Test with +20.
Losing Advantage
expectations If hit, enact a Challenging (+0) Cool Test. Lose 1 Advantage if you:
+2 to +3 Success Yes On Failure (Cool Test), gain Broken Condition, +1 per SL • Have accrued no Advantage for the round.
below 0 and Move as normal.
+0 to +1 Marginal Success Yes, but side-effect • End the round outnumbered.
FALLING (pg. 166) Lose all Advantage if you:
-0 to -1 Marginal Failure No, but partial
success • Lose an Opposed Test.
Jumping down requires an Average (+20) Athletics Test to
lessen the damage. • Suffer any Conditions.
-2 to -3 Failure No
On Success, yards fallen are reduced by 1 yard + 1 per SL. If • Lose any Wounds.
-4 to -5 Impressive Failure No, and it gets distance is 0 or less, suffer no damage. • Spend a Round, not engaged
worse
(House Rule) Falling Damage (House Rule) Capped Advantage
-6 or less Astounding Failure No, and everything
1d10 + (falling height in yards) x 2. To reduce the impact of high advantage numbers, Advantage
goes wrong
is capped at Initiative Bonus.
• Damage is reduced by your Toughness Bonus only.
TURNS & ROUNDS (pg. 156) • If Wounds suffered > Toughness Bonus, gain Prone DEFENDING
In Combat, the exact timing of actions matters more, so time Condition. For defence, several skills can be used in the Opposed Melee
is organised into: Tests, such as Melee, Dodge, Intimidate, Charm, Leadership,
• Turns: During a Round, each combatant has a Turn to SIZES (pg. 341) and more.
perform an Action and a Move. Tiny: Butterfly, Mouse, Pigeon. • Only Melee skill can trigger Critical Hits.
• Rounds: Enough time for all characters to take their Little: Cat, Hawk, Human Baby.
On The Defensive
turns. Usually a few seconds in duration. Small: Giant Rat, Halfling, Human Child. As your action, you can choose a skill to use defensively and
Average: Dwarf, Elf, Human. you will get +20 to defensive Tests using the skill until the
Large: Horse, Ogre, Troll. start of your next turn.
Enormous: Giffon, Wyvern, Manticore.
Monstrous: Dragon, Giant, Greater Deamon.
ATTACK, WOUNDS & FATE
ATTACK SEQUENCE (pg. 158) IV. CALCULATE DAMAGE WEAPON LENGTH & IN-FIGHTING
I. Adjust Combat Difficulty Determine Damage Weapon Reach Description
• Apply combat modifiers Weapon Damage + Opposed Test SL’s.
Personal Your legs and fists, perhaps your head, and
• Add advantage modifiers anything attached to those.
II. Roll To Hit Apply Damage
Very Short Less than a foot in length.
Damage - (Toughness Bonus + Armour Points)
• Roll melee/ranged test Short Up to 2 feet in length.
III. Calculate Damage • Minimum Wounds suffered is 1. Average Up to 3 feet long.
• Determine and apply damage Long Up to 6 foot long.
WOUNDS & DEATH (pg. 172) Very Long Up to 10 feet in length; can Engage enemies
I. ADJUST COMBAT DIFFFICULTY Wounds up to 4 yards away, rather than just 2.
Combat Tests can be modified, similar to other Tests. If Wounds hit 0 or less, gain the Prone Condition. Massive Anything over 10 feet long; can Engage ene-
mies up to 6 yards away, rather than just 2.
Modifier Melee Examples If Wounds drop below 0, suffer a Critical Wound
You cannot remove Prone Condition or Unconscious (Optional) Weapon Length
+40 Attacking an opponent you outnumber 3 to 1. Condition until 1 Wound is healed. If weapon reach is shorter then your opponents, suffer a -10
+20 Attacking from above. Gain Unconscious Condition if not healed in Rounds = to hit modifier.
Toughness Bonus.
Attacking an opponent you outnumber 2 to 1. (Optional) In-fighting
Death As an Action, perform an Opposed Melee Test to step inside
Attacking a target with the Prone Condition. To be at risk of Death you must meet all the following: your opponent’s weapon length. During in-fighting, any
+0 A standard attack. • You have 0 Wounds weapon longer than Short counts as an Improvised weapon.
-10 Attacking from below. • You have the Unconscious Condition
• You have Critical Wounds > Toughness Bonus UNARMED COMBAT (pg. 163)
Attacking in bad weather or terrain.
You die at the end of the Round. (Optional) Pull Your Blows
-20 A called shot to a specific Hit Location. You’re not actively trying to kill anyone. When pulling your
Sudden Death blows, all critical hits are ignored.
Fighting in an enclosed space. Used for minor foes, to determine death in a quick fashion.
• Target has 0 Wounds or less Grapple
Attacking in extreme weather or terrain.
To initiate a grapple roll for unarmed combat, as normal.
Target dies in dramatic fashion or immediately gain the On first Success, you and your opponent are now Grappling.
Close combat in darkness.
Unconscious Condition. GM’s choice.
• Gain 1 Advantage.
Using a weapon in your off hand.
HIT LOCATION • Opponent gets the Entangled Condition.
Modifier Ranged Examples If already Grappling with an opponent, make an Opposed
Roll Location Strength Test for your action.
+40 Shooting a target at Point Blank Range.
On Success, do one of the following:
01-09 Head
Shooting an enormous target (Griffon size).1 • Deal SB + SL Damage using your Strength roll to
10-24 Left Arm (Secondary) determine Hit Location. Ignores Armour Points.
Shooting at a large group (7–12 targets).
25-44 Right Arm (Primary) • Give your opponent an Entangled Condition.
+20 Shooting a large target (Ogre size).1
• Remove an Entangled Condition from yourself, plus
45-79 Body
Shooting at Short Range: less than half an extra one for each SL.
weapon range. 80-89 Left Leg On Failure, you can do nothing but struggle as your opponent
Shooting at a small group (3–6 targets) gains +1 Advantage.
90-00 Right Leg
Attacks from outside the Grapple gain a +10/+20 bonus to
Shooting after Aim Action. hit the grapplers (higest / lowest advantage).
+0 Shooting an average target (Human size).
CRITICALS, FUMBLES AND MISFIRES Break Grapple: You may break the Grapple if you have a
Criticals, Fumbles and Misfires are resovled immidiately. higher Advantage than your opponent, and do not count as
-10 Shooting at Long Range: up to double The attack action is then resolved as normal. being Engaged for your Move.
weapon range. Critical rolls can occur as an attacker or defender, when using
Shooting and Moving in the same Round. Melee skill. FATE & RESILIENCE (pg. 170)
Shooting a small target (Child size). Criticals Fortune
Any successful Combat Test that scores a double. • Reroll a failed Test.
Target in soft cover (behind a hedge). Roll for Hit Location, see Hit Location Table (above). • Add +1 SL to a Test after it is rolled.
-20 Shooting into melee and trying to avoid Roll for a Critical Wound, see Critical Table (p. 174). • At the start of a Round, choose when to act in that
hitting allied target.2 • (Optional) Ignore Critical Wounds on an armoured Round.
location. Damage the outer armour piece in the hit Regaining Fortune: At the start of every gaming session,
Shooting targets concealed by fog, mist or
location, i.e. plate is damaged, mail and leather still regain all points.
shadow.
functional.
Shooting a little target (Cat size). You still suffer the normal Wounds (with the lowered Fate
AP for the given armor location) • Die Another Day: Instead of dying, your character is
Target in medium cover (wooden fence). knocked out, left for dead.
1
If this modifier has been applied, subtract it’s 10s value from test SLs. Fumbles
• How Did at Miss?: You completely avoid the incoming
Minimum SL being +0 SL (e.g. +20 modifier equals -2 on test SL). Any failed Combat Test that scores a double.
damage by some extraordinary fluke.
2
If this modifier causes attack to fail, a random target opponent is hit. Roll 1d100 on the Fumble Table (p. 160).
Regaining Fate: Acts of extreme heroism, bravery, or
Misfires! significance, can grant 1 Fate point.
II. ROLL TO HIT If Black-powder, Engineering or Explosive weapon and
Melee Fumble with an even number, the following happens: Resolve
• Must be Engaged with opponent. • Immune to Psychology until end of next Round.
• Weapon is destroyed.
Perform Opposed Melee Test, applying the combat and • Ignore modiers from a Critical Wound until end of
• You take Weapon Damage + unit die from misfire roll
advantage modifiers to the roll, highest SL wins. next Round.
on your Primary Arm.
On Success, gain +1 Advantage and continue Attack. • Remove a Condition. If Prone is removed, regain 1
On Failure, lose all Advantage, opponent gains +1 Advantage Wound.
and Action is finished. WEAPON RANGE Regaining Resolve: Act according to your Motivation, regain
On Ties, the higher tested Skill or Characteristic wins. one or more points.
Point Blank = Range ÷ 10
Ranged Short = Range ÷ 2 Resilience
• Weapon must be in Range of opponent. • I Deny You!: Do not develop a Mutation. Keep all
Long = Range x 2 Corruption Points.
Perform Ranged Test. Extreme = Range x 3 • I Will Not Fail!: Instead of rolling, choose the result.
On Success, add current Advantage bonus to SL, gain +1
Weapon Point Short Med Long Ex- You win by at least 1 SL. You may do this on a Test
Advantage and continue Attack. Blank treme that has already failed.
On Failure, Action is finished.
Bow 5 25 50 100 150 Regaining Resilience: Acts of extreme importance to your
Crossbow 6 30 60 120 180 Motivation, can grant 1 Resilience.
Pistol 2 10 20 40 60
CONDITIONS, HEALING & PRAYERS
CONDITIONS (pg. 167) HEALING (pg. 181) CORRUPTION (pg. 182)
Ablaze Heal Skill Int Upon encountering a Corrupting Influence make a
You are on fire! You’ve been trained to deal with injuries and diseases. Challenging (+0) Endurance Test or Challenging (+0) Cool
At end of round, take 1d10 Wounds counting Toughness & On success, do one of the following: Test.
Armour (min 1). • Diagnose an illness, infection, or disease. Minor Exposure
+1 damage for each extra Ablaze. • Treat a disease (see page 188) and prevent disease Witness a Lesser Daemon, Exposure to Mutants, Warpstone,
Remove with Athletics action, +1 additional Ablaze per SL. from spreading to you. Each SL prevents others from Chaos Artifact, Exposure to Skaven, Chaos Temple, Lairs, etc.
contracting the disease. Success: No Corruption Points
Bleeding • Heal wounds equal to your Intelligence Bonus + SL Failure: Gain 1 Corruption Point
At end of round, take 1 Wound. (only one Heal roll after each encounter). If sterile
If at 0 Wounds, instead 10% per Bleeding to die from blood liquids or appropriate poultices and dressings are used, Moderate Exposure
loss. If a double is scored on a roll that would result in death, no Infection will develop from the injury (see page Witness multiple Daemons, Contact with a Daemon,
your wound clots a little: lose 1 Bleeding Condition. 181). Warpstone, Chaos Artifact, Brief exposure to environments
steeped in Chaos.
Remove with Heal/Bandage action, +1 additional Bleeding • Staunch a Bleeding Condition, with each SL removing
per SL, or spell that recovers Wounds. an extra Bleeding Condition. Success (2+ SL): No Corruption Point
Marginal Success (0-1 SL): Gain 1 Corruption Point
If all are removed, gain Fatigued. On failure, if your Intelligence Bonus + SL is less than 0, you
Failure: Gain 2 Corruption Points
cause Wounds.
Blinded On Astounding Failure (-6) you cause a Minor Infection (see Major Exposure
–10% penalty to tests involving sight. page 187). Witness a Greater Daemon, Prolonged contact with a
+10% to be hit in Close Combat. Daemon, Warpstone, Chaos Artifact, Consuming refined
A Good night sleep: Average (+20) Endurance Test Warpstone, Making a deal with a Daemon, Prolonged
Remove 1 Blinded at the end of every other round
Wounds Healed = SL + Toughness Bonus exposure to environments steeped in Chaos or dark magic.
Broken Taking it easy: No Test Impressive Success (4+ SL): No Corruption Points
Must use your Action and Move to run away. Wounds Healed = Toughness Bonus Success (2-3 SL): Gain 1 Corruption Point
–10% penalty to tests other than running and hiding. Bandages: A successful Heal Test or Dexterity Test removes Marginal Success (0-1 SL): Gain 2 Corruption Points
Remove with Cool at end of round if not engaged, +1 +1 extra Bleeding Status. Using Heal can yield additional Failure: Gain 3 Corruption Points
additional Broken per SL. benefits.
Corrupting
Spending a full Action with no enemies in line of sight Healing Poultice: Do not suffer any Minor Infections. Should you ever gain more Corruption Points than your
removes 1 Broken. Willpower Bonus + Toughness Bonus, make a Challenging
If all are removed, gain Fatigued PSYCHOLOGY (pg. 190) (+0) Endurance Test.
Deafened Animosity (Target) Success: No effect. Test again next time.
–10% penalty to tests involving hearing. Upon encountering the Target make Psychology Test. Failure: Lose Corruption Points = Willpower Bonus and roll
On Success, act normally with -20 Fellowship. on the following table and afterwards consult the: approriate
+10% to be hit in Close Combat from the flank or rear. (does Corruption Table (page 184-185) to see what happens.
On Failure, you must attack Target either verbally or
not stack)
physically, gain +1 SL to attack. Elf Halfling Human Dwarf
Remove 1 Deafened at the end of every other round. Fear and Terror overrides Animosity.
Body - 1-10 1-50 01-05
Entangled Hatred (Target)
You cannot move and all actions involving movement You are unable to socially interact with the Target. Upon Mind 1-100 11-100 51-100 06-100
(including Grappling) suffer a –10% penalty. encountering the Target make Psychology Test.
On Failure, you must attempt to destroy the Target, gain +1
Remove with opposed Strength action +1 additional
SL on all Combat Tests.
SIN POINTS
Entangled per SL.
Immune to Fear and Intimidate, caused by Target. You have acted in contrary to your gods’ will.
Fatigued • If you violate any of the Cult Strictures, gain 1-3 Sin
Prejudice (Target)
–10% penalty to all tests. Points.
Upon encountering the Target make Psychology Test.
Remove with rest (as determined by the GM). On Success, act normally with -10 to Fellowship. • Particularly pious displays may result in removal of Sin
On Failure, you must loudly insult Target. Points with a Pray Test.
Poisoned • When rolling on the Wrath of the Gods Table, add +10
At end of round, take 1 Wound. for each Sin Point. Remove 1 Sin Point after resolving
FEAR, TERROR & FRENZY
–10% penalty to tests. the roll.
Fear and Terror are Psychological effects and are tested using
If at to 0 Wounds, then can’t heal Wounds.
Cool Tests.
If Unconscious, then make an Endurance test after Toughness PRAYERS (pg. 217)
Bonus rounds or die. Fear (Rating) Bless: Characters with the Bless Talent may enact Blessings.
Remove with an Endurance test (end of each round) or a Upon encountering a creature with Fear make an Extended
Invoke: Characters with the Invoke Talent may enact
Heal test. +1 add. Poisoned per SL. Cool Test with a target SL = Fear (Rating). Until passed, you
powerful Miracles.
If all are removed, gain Fatigued. are subject to Fear:
• Suffer -1 SL to all Tests affecting source of Fear. Blessings and Miracles
Prone Does not stack • Cannot Move closer to source without Challenging You must be able to speak to enact a Blessing or Miracle.
You are lying on the ground. (+0) Cool Test. Each Blessing or Miracle can only be in effect once, meaning
Your Move can be used to stand up or crawl at half • If source comes closer to you, Challenging (+0) Cool you have to wait for an existing one to come to an end before
Movement. Test or gain Broken Condition. using the same prayer again.
-20% to tests involving movement.
Terror (Rating)
+20% to be hit in Melee Combat. Make a Challenging (+0) Pray Test.
Upon encountering a creature with Terror make Cool Test.
On Success, no effect. On Success, Blessing or Miracle manifests according to its
Stunned rules.
On Failure, receive a number of Broken Conditions equal to
You take no Actions, and Move half your Movement. You can
Rating + number of SL below 0. For every 2+ SL on a Blessing, choose one:
defend yourself, but not with Language (Magick).
After Cool Test (Terror) is completed, the creature causes • Range: +6 yards
Anyone attacking you gains 1 Advantage before the attack.
Fear with same Rating. • Duration: +6 Rounds
–10% penalty to all tests.
Frenzy • Targets: +1
Remove with an Endurance test (at the end of each round).
+1 additional Stunned per SL. Become subject to Frenzy by passing a Willpower Test. While For every 2+ SL on a Miracle, double one of the following:
subject to Frenzy: • Range
Suprised Does not stack • Immune to all other Psychology. • Duration
You take no Actions. You can not move or defend yourself. • Will not flee or retreat for any reason. • Targets.
+20% to be hit in Melee Combat. • Must Move and attack closest enemy. On Failure, Nothing happens.
Remove at the end of the Round, or after the frst attempt to • Gain +1 Free Action Melee Test each Round.
attack you. Wrath of the Gods: When performing a Pray Test, if the
• Gain +1 Strength Bonus.
result is a Fumble or the units die is =< Sin Points, suffer the
Unconscious Does not stack Remain in Frenzy until all enemies are pacied or you receive Wrath of the Gods (p 218).
You are knocked out and can do nothing. the Stunned or Unconscious Condition.
After Frenzy is over, gain Fatigued Condition.
Any Melee or Point Blank Ranged attacks targeting you hit
at the location the attacker chooses. It does the maximum SL
possible and inflicts a Critical Wound.
Remove based on cause (see pg 172). If removed, gain Prone
and Fatigued.
MAGIC, QUALITIES & FLAWS
Fast
MAGIC (pg. 233) ITEM QUALITIES (pg. 292) Choose when in the Initiative sequence to strike.
Memorizing Spells Durable Opponents suffer a penalty of –10 when defending using a
Spells from the same Lore can transcribed to a Grimoire and Item can take +Durable Damage points before it suffers Melee Test, given their weapon is slower.
be cast using said Grimoire. any negatives and gains a saving throw of 9+ on a 1d10 roll
Two opponents with Fast weapons fight in Initiative order,
To memorize Spells, you need to spend XP noted in your against instant breakage.
relative to each other.
Spellcasting Talent. This Quality can be taken multiple times, improving the
saving throw by 1 (e.g. From 9+ to 8+). Hack
Ingredients
If you hit an opponent, you Damage a struck piece of armour
• Ingredients cost Casting Number (CN) in shillings. Fine
or shield by 1 point as well as wounding the target.
• Ingredients are consumed on use. This Quality is a sign of social status and can be taken
multiple times. The higher the quality, the more impressive Impact
• Ingredients reduce Miscast by one category. Major >
it seems. On a successful hit, cause additional damage equal to the
Minor. Minor > Nothing.
result of the units die.
Casting Spells Lightweight
Make a Language (Magick) Test. Must be able to see target Reduce Encumbrance points by 1. Impale
and speak loudly, to cast a Spell. On successful combat tests, Impaling weapons also cause a
Casting from a Grimoire require x2 the Casting Number. Practical
Critical Hit on any number divisible by 10 (i.e.: 10, 20, 30).
A failed test using this item receives +1 SL. If the item is a
• -1 SL if wearing inappropriate garb and for each For ranged weapons, the ammo is lodged in the target’s body.
piece of armour, any penalties for wearing it are reduced by
Armour Point on best defended location. Arrows and bolts require a Challenging (+0) Heal Test to
one level (for example from −30 to −20).
• Ingesting Warpstone doubles the SL of the Test. remove. Bullets require the Surgery Talent to remove.
Each unremoved projectile prevents healing of 1 Wound each.
On Success, Spell goes off and continues for the Duration ITEM FLAWS
unless Dispelled.
For every 2+ SL, double one of the following: Ugly Penetrating
Range, Duration, Area of Effect or Targets. Ugly items attract negative attention, and related Fellowship Effective at penetrating armour. Non-metal APs are ignored,
Tests might even suffer a –10 penalty. and the first point of all other armour is ignored.
On Failure, the Spell fails to cast.
Shoddy Pistol
Malignant Influences: If close to Corrupting Influence, units The item breaks when used in any failed Test rolling a You can use this weapon to attack in Close Combat.
roll of an 8 cause a Minor Miscast. (8-pointed chaos symbol) double. Similarly, Shoddy armour breaks if any Critical Hit is
If already a Minor Miscast, it becomes a Major Miscast. sustained to a Hit Location it protects. Precise
When attacking, Gain +1 SL to any successful Test.
Critical Casting Unreliable
If Critical Success, roll on the Minor Miscast Table (p. 234), A failed test using this item receives –1 SL. Further, penalties Pummel
unless you have Instinctive Diction Talent. for wearing Unreliable armour are doubled. If you score a Head hit, attempt an Opposed Strength/
Additionally, choose one of the following: Endurance Test against the struck opponent. If you win the
Bulky test, your opponent gains a Stunned Condition.
• +1 Critical Wound if spell causes damage. Increase Encumbrance by +1. Bulky clothing and armour are
• Spell casts even with insufficient Casting Number. Enc 1 even when worn, and Fatigue penalties for armour are Repeater (Rating)
• Spell cannot be Dispelled. doubled. Your weapon holds (Rating) shots, automatically reloading
after each time you fire. When you use all your shots, you
Fumbled Casting ARMOUR QUALITIES (pg. 300) must fully reload the weapon using the normal rules.
If Critical Failure, roll on the Minor Miscast Table (p. 234).
Flexible Shield (Rating)
Magic Missiles Flexible armour can be worn under a layer of non-Flexible You count as having (Rating) Armour Points on all locations
Hit Location is determined by reversing the dice rolled on armour.You gain the benefit of both. of your body. If Shield Rating of 2 or higher, you may also
Language (Magick) Test and using the Hit Location Table. Oppose incoming missile shots in your Line of Sight.
Impenetrable
Missle Damage All Critical Wounds caused by an odd number to hit you, Trap Blade
SL of Language (Magick) Test + Wp Bonus + Spell Damage such as 11 or 33, are ignored. Can trap weapons when scoring a Critical Hit on defence.
Damage is reduced by Toughness and Armour as normal. Instead of rolling the Critical Hit, roll an Opposed Strength
ARMOUR FLAWS Test, adding your SL from the previous Melee Test.
Touch Spells in Combat Partial On Success, your opponent drops the blade.
Requires an Opposed Melee (Brawling) Test against Melee The armour does not cover the entire hit location. Even rolls On Astounding Success, disarm and break the blade.
or Dodge Skill after completing the Casting Test. on hits or Critical Hits ignore the armour’s APs. On Failure, disarm fails and combat continues as normal.

CHANNELLING MAGIC Weakpoints Unbreakable


The armour has small weakpoints. If your opponent has a This weapon will not break, corrode, or lose its edge.
Draw power from the Winds of Magic using channelling. weapon with the Impale Quality and scores a Critical, the
Extended Channeling Test APs of your armour are ignored. Wrap
When SL reaches CN of the target Spell you have enough Melee Tests opposing an attack from a Wrap weapon suffer
magic to cast powerful spells. WEAPON QUALITIES (pg. 297) a penalty of –1 SL, as parried strikes wrap over the top of
shields, or around blades.
Accurate
Interruptions: Make Hard (-20) Cool Test or suffer a Minor +10 to any Test when firing this weapon.
Miscast and lose all SL you have accrued. WEAPON FLAWS
Blackpowder Dangerous
• -1 SL if wearing inappropriate garb and for each Targets must pass an Average (+20) Cool Test or take a Any failed test including an 9 (on either 10s or units die)
Armour Point on best defended location. Broken Condition, even if the shot misses. results in a Fumble.
• Ingesting Warpstone doubles the SL of the test.
On Success, next Round you may Cast using the normal Blast (Rating) Imprecise
rules. CN of target spell = 0. All within (Rating) yards, suffers the Damage and Conditions Suffer a penalty of –1 SL when attacking with weapon.
the weapon inflicts.
On Critical Success, cast Spell next Round. Suffer a Minor
Miscast unless you have Aethyric Attunement Talent. Reload (Rating)
Damaging An unloaded weapon with this flaw requires an Extended
On Failure, channeled energy is lost. Suffer a Minor Miscast. Use the higher score from either the units die or the SL to Ranged Test for the appropriate Weapon Group scoring
On Critical Failure, or units die ends in 0 over your skill (so, determine the Damage. (Rating) SL to reload. If you are interrupted while reloading,
99, 90, 88, and so on): Roll on the Major Miscast Table. you must start again from scratch.
Defensive
DISPELLING MAGIC Gain a bonus of +1 SL to any Melee Test when you oppose an Slow
incoming attack. Characters using Slow weapons always strike last in a Round,
Make an Opposed Language (Magick) Test against the
regardless of Initiative order. Further, opponents gain a bonus
Casting Test of the caster. Distract of +1 SL to any Test to defend against your attacks.
• Spell must target you or a visible point within Instead of causing Damage, a successful attack with a
Willpower yards. Distracting weapon can force an opponent back 1 yard per Tiring
• You may only Dispell one spell per Round. SL by which you win the Opposed Test. You only gain the benefit of the Impact and Damaging
On Success, the target Spell has no effect. Weapon Traits on a Turn you Charge.
Entangle
On Failure, the caster uses the SL of the Opposed Test to Successful hits inflict the Entangled Condition with a Undamaging
determine if Casting was successful. Strength value equal to your Strength Characteristic. All APs are doubled against Undamaging weapons. Further,
Dispelling Persistent Spells When Entangling an opponent, you cannot otherwise use the you do not automatically inflict a minimum of 1 Wound on a
Make an Extended Language (Magick) Test. When your SL weapon to hit. You can end the Entangling when you wish. successful hit in combat.
reaches the CN of the Spell, it is Dispelled.
BASIC & ADVANCED SKILLS
Intuition I Evaluate Int
BASIC SKILLS (pg. 117) Feeling for your surroundings, noticing when something is Identify the value of curious and unique items. A successful
Art Dex wrong, and sensing when people may be hiding something Evaluate Test may also alert you if the goods (or coins)
Create works of art in your chosen medium. from you. If someone is trying to hide their intent, they may you are studying are counterfeit — this Test will usually be
oppose your Intuition with Cool or Entertain (Acting). Opposed by the forger’s SL on their Art or Trade Test.
Athletics Ag In combat, a successful Intuition Test (while not being
Run, jump and move with speed or grace. attacked) may be used to give you +1 Advantage as you weigh Heal Int
the environment and your opponents. See Healing section for a detailed description.
Bribery Fel
Judge how likely a person is to accept a bribe, and how to best Leadership Fel Language Int
offer one. A measure of your ability to lead others and command their You can speak and understand the language. Difficult dialects
On success, guess the target amount and GM will tell if the respect. Tests can be Unopposed and Opposed Leadership/ or vocabulary requires a test.
price is higher / lower / equal. Each SL gives you another Cool Tests.
guess. On success, issue orders to a number of targets equal to your Lore Int
Fellowship Bonus + SL. You are broadly knowledgeable in the specialisation. Test for
Charm Fel In combat, a successful Test allows for one of the following: skill when seeking less well-known information.
Influence the behaviour of one or more targets, up to a In combat, successful Lore Tests may afford you +1 Advantage
• Give allies +10 to all Psychology Tests until the end of
maximum of Fellowship Bonus + SL. if appropriate.
the next round.
Opposed Charm/Cool Test are typically used. Difficulty is
determined by Status difference, attitude and other factors. • Transfer 1 Advantage to an ally of your choice, each SL Perform Ag
In combat, it can be used to avoid violence (+1 Advantage). allows for an additional transfer of your choice. You’ve learned a physically demanding art. Allows you to
It can also be used for public speaking and begging (p. 120). entertain all patrons close enough to see and hear you.
Melee WS
The Melee Skill represents specific training with a single type In combat, certain physical Perform specialisations may give
Charm Animal WP
of close combat weaponry. you an edge.
Influence the behaviour of one or more animals, to a
maximum of Willpower Bonus + SL. Depending on the If you don’t have the correct Specialisation, refer to Chapter
11: Consumers’ Guide for the correct Weapon Group entry to Pick Lock Dex
animals, the Test is either Unopposed or an Opposed Charm Picking a lock is often an Extended Test, target SL dependent
Animal/Willpower. see what penalties you will suffer.
on the complexity of the lock (see Locks Table (p. 127)).
In combat, use Charm Animal to avoid getting attacked and
gain +1 Advantage. Once you fail a test or choose to stop, you Navigation I
Navigation allows you to find your way in the wilderness Play Dex
have no further influence on the creature. Your ability to play an instrument.
using landmarks, stellar bodies or maps. If you possess the
Climb S skill, checks are only needed when you are disoriented or
Pray Fel
The ability to ascend steep or vertical surfaces. travelling far from the beaten path.
Your ability to invoke, or otherwise commune with, a deity.
Consume Alcohol T Outdoor Survival Int In combat, if appropriate, you may spend a round praying.
Your ability to handle alcohol. Make a Consume Alcohol Test, Survive in the wild, including the ability to fish, hunt, forage, If successful, gives you +1 Advantage, up to a max of
modified by the strength of the drink. and build fires and shelters. Fellowship Bonus.
On failure, you suffer a –10 penalty to WS, BS, Ag, Dex, and When camping, a successful Outdoor Survival Test provides
yourself with sustenance and shelter for the night. Each SL Ranged BS
Int, to a maximum of –30 per Characteristic.
allows you to provide for one more character. A failed test, The Ranged Skill represents specific training with a single
When you fail a number of tests equal to your Toughness
requires you to succeed in a Challenging (+0) Endurance Test type of ranged weaponry, such as bows and guns.
Bonus, roll on the Strinking Drunk Table (p. 121).
or suffer the Fatigued Condition. If you don’t have the Ranged Specialisation for a weapon you
Cool WP In combat, you may make an Outdoor Survival Test to receive wish to use, refer to Chapter 11: Consumers’ Guide to see
Remain calm under stress, resist fear and terror. Cool is also +1 Advantage, in the same way as Intuition. what penalties you will suffer when using the weapon.
used to resist other Skills - Charm, Intimidate, and similar.
Perception I Research Int
Dodge Ag Your ability to notice things with your senses — sight, smell, Pulling useful and frequently obscure knowledge from
Dodge is your ability to avoid things, through ducking, diving, hearing, touch, and taste, and any other senses you may libraries and information storehouses. Typically an Extended
and moving quickly. possess, such as magical or non-Human senses. Research Test, with the Difficulty modified by the library size,
and the target SL depending upon the obscurity of the topic.
Drive Ag Ride Ag Requires the Read/Write Talent.
Drive lets you guide vehicles along the roads of the Empire. If How proficient you are at riding a particular group of animals.
you possess the skill, checks are only needed when conditions If you possess the skill, checks are only needed when doing Sail Ag
are less then ideal - rocky roads, bad weather, and so on. something out of the ordinary, such as racing, traversing Your ability to operate and manoeuvre a sailing vessel. Only
On failure, an Astounding Failure (-6) means something bad dangerous terrain, or charging into combat. use the Sail Skill when you must push your vessel to perform.
happened, consult the Drive Test Table (p. 122). Having any Sail Speciality makes all other Sail Specialities
Row S
Basic Skills for you.
Endurance T Your prowess at pulling an oar and moving a boat through the
Endure hardship, withstand deprivation, or survive harsh water. If you possess the skill, checks are only needed when
Secret Signs Int
environments. Endurance is Tested to resist or recover from attempting unusual or dangerous feats.
You’ve been taught how to use clandestine markings only
various Conditions and helps you recover lost Wounds. intelligible to members of a select group. This Skill does not
Stealth Ag
usually need to be Tested.
Entertain Fel Allows you to creep quietly and conceal yourself in shadows
Delight crowds with the spoken word, perhaps by singing, more readily than most. Stealth is generally Opposed by an Most messages are very simple, no more than three words.
acting, or attempting a few jokes. opponent’s Perception Skill, modified by other factors such as
lighting, camouflage, and so on. Set Trap Dex
Gamble Int In combat, stealth has several applications, such as hiding in Your ability to set and disarm traps of all varieties. A Test
Measure the likelihood that a bet will pay off, as well as preperation for an Ambush or creep up on an opponent from is only required if attempting to use the Skill swiftly or if
successfully engage in various games of chance. behind. otherwise under pressure, or if the trap is especially complex.
Gambling matches can be resolved using Gamle Tests and
Sleight of Hand Dex
SL’s to determine a winner. ADVANCED SKILLS Lets you pick pockets, palm objects, and perform minor tricks,
Animal Care Int as well as cheating with games of chance. Typically the Test is
Gossip Fel
Lets you tend and care for animals, and heal them should they Opposed by the Perception Skill of your target.
You can quickly ferret out interesting and useful news, and
fall sick or become wounded. In gambling, Sleight of Hand Tests can be used to reverse
spread rumours of your own.
In combat, you may appraise an enemy animal with an your Gamble Test to score a success.
Test difficulty is determined by Status difference, attitude and
Animal Care Test. If successful, you and all you inform gain
other factors.
+10 to hit when attacking that animal. Swim S
Haggle Fel Your ability to swim in water without drowning. Only testet
Animal Training Int in difficult cirumstances.
Haggle allows you to secure better deals when negotiating
Understanding of a particular type of animal, and your
with others. Commonly an Opposed Haggle Test is used.
ability to train them. A successful use of the Skill allows Track I
you to identify the Trained abilities possessed by an animal Follow difficult trails across the wilderness. Typically an
Intimidate S
belonging to your Specialisation. Extended Track Test with Difficulty modified by track quality
Intimidate is often Opposed by your target’s Cool Skill.
Undertake the Animal Training Endeavour between and conditions.
On success, you can intimidate a number of targets up to your
adventures.
Strength Bonus + SL.
In combat, a successful Opposed Animal Training/Willpower Trade Dex
In combat, you cause Fear in all Intimidated targets.
Test causes Fear in a single animal of your Specialisation. Your ability to create something or provide a service, as well
Intimidate can be used both offensively and defensively,
and stops working once a test is failed. It may somtimes be as your knowledge of the relevant lore surrounding your trade.
Channelling WP Crafting is often an Extended Test, with the SL and time
attempted again later with negative modifiers.
Ability to call upon and control the various Winds of Magic. requirements dependant on the scope or scale of what is being
produced.

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