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WFRP Combat Example

The militia of Pernlesdorf is called out to attack an encampment of bandits in the nearby forest. Our hero is a dwarf militiaman (militiadwarf?) named Grundi. As his unit is scattering the bandits, Grundi is attacked by a bandit and combat begins...

Who goes first?

Initiative is determined by the character's Agility (Ag) + d10, highest goes first. Grundi has a Ag of 15 (dwarfs are slow) and rolls a 3 for a total of 18. The bandit has a Ag of 35 and rolls a 4 for a total of 39. The bandit will act first in this and every round.

Grundi is armed with a halberd and is wearing a leather jack (covers body and arms) and cap (covers head). The bandit is armed with a sword and shield and is wearing leather jack and a cap.

ROUND 1:

BANDIT- makes a Charge Attack (full action that gives +10 to WS (Weapon Skill) but allows no parry or dodge). He has a WS of 29 and adds 10 for the charge for a total of 39. This means that he must roll 39 or less on a d100 roll. He rolls a 63 and misses.

GRUNDI- makes a Standard Attack (half action). He has a WS of 41. He rolls a 57 and misses. He now shifts to a Parrying Stance (half action that allows him to parry any one attack before his next action).

ROUND 2:

BANDIT- Aims (half action which gives +10 to WS) with his sword. Then he makes a standard attack (half action). He has a WS of 29 + 10 (for Aiming) = 39 and rolls a 06 which is good enough to hit Grundi in the chest (hit location is determined by flipping the number rolled to hit, 06 becomes 60, and comparing to a chart on the character sheet). Grundi tries to parry (roll WS or less) with his halberd but rolls a 83 and fails.

The bandit's sword does 3 (the bandit's Strength Bonus) + 1d10 damage. He rolls a 1 for a total of 4 pts of damage. But Grundi has a Toughness Bonus of 4 + 1 (for the leather armor) for a total of 5 damage resistance. 4 - 5 = -1 so the bandit's sword merely glances off of Grundi's armor and does no damage to him.

GRUNDI- does a Standard Attack and hits with a 07. The bandit tries to parry with his shield (he can freely parry with the shield without having to be in a parrying stance). He chance of parrying is 29 (WS) + 10 (shield's defensive bonus to parry) + 10 (parrying a halberd which is a slow weapon) = 49. He rolls a 52 and fails to parry.

Grundi's halberd does 4 (Strength Bonus (3) + Strike Mighty Blow bonus (1)) + 1d10 damage. He rolls a 5 (the halberd allows him to roll 1d10 twice and take the best roll) for a total of 9 pts of damage. The bandit has a Toughness Bonus of 3 + 1 (for the leather armor) for a total of 4 damage resistance. 9 - 4 = 5 so the bandit takes 5 damage to the chest. He had 12 Wounds to start with and now is reduced to 7 wounds.

ROUND 3:

BANDIT- Aims agains. He then makes a Standard Attack and misses with a 82.

GRUNDI- he loses his patience and makes an All Out Attack (full action, +20% to WS, no defense allowed). He hits with a 03. The unlucky bandit fails to parry with his shield with a roll of 79.

Damage is 4 + a roll of 9 = 13. 13 - the bandits toughness and armor of 4 = 9 pts of damage to the bandit's right arm. The bandit only has 7 wounds. 9 - 7 = 2 on the Critical Hit chart. Rolling a d100 and consulting the crit charts shows that the bandit's right arm has been severly injured and will be useless until he gets medical attention. Also the pain causes him to drop his sword.

ROUND 4:

BANDIT- Seeing that he is now weaponless and heavily injured, the bandit Disengages (full action) and because he moves faster than Grundi, the combat ends.

Posted in Games, WFRP.


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