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Combat Action Summary

Action Difficulty Type Action Difficulty Type


Aim Basic Varies Jump/Leap Advanced Full
AllOutAttack Advanced Full KnockDown Advanced Half
CalledShot Advanced Full Manoeuvre Advanced Half
Cast Basic Variable Move Basic Half
Channelling Basic Half ParryingStance Advanced Half
ChargeAttack Basic Full Ready Basic Half
DefensiveStance Advanced Full Reload Basic Variable
Delay Advanced Full Run Advanced Full
Disengage Basic Full Stand/Mount Basic Half
Evasion(Dodge/Parry) Basic Reaction StandardAttack Basic Half
Feint Advanced Half Stun Advanced Full
Grapple Basic Full SwiftAttack Basic Full
GuardedAttack Advanced Half UseaSkill Basic Variable

Aim(Varies):Thecharactertakesextratimetomakeamoreprecise Delay (Full): The character waits and watches for an opportunity.
attack.AimingasaHalfActiongrantsa+10bonustothecharacters When the delay action is used, the characters turn ends
WeaponSkillorBallisticSkilltestforhisnextattack,whileaimingas immediately, but a half action is reserved for later use. Any time
aFullActiongrantsa+20bonustothecharactersnextattack.The before his next turn, the character can take his half action. If two
nextactiontheAimingcharacterperformsmustbeanattackorthe conflicting characters are both trying to use a delayed action
benefitsofAimingarelost. simultaneously,makeanOpposedAgilityTesttoseewhoactsfirst.
Ifthepreparedactionisnottakenbeforethecharactersnextturn,
All Out Attack (Full): The character makes a furious melee attack, itislost.
exposing himself to danger in order to land a forceful blow. The
charactersmeleeattackgainsa+30%WeaponSkillbonus.However, Disengage(Full):Thecharacterbreaksofffrommeleecombatand
untilhisnextturn,thecharactercannotparryordodge.Acharacter may move away (see Table 61: Combat Movement in Yards for
cannotcombineanAimactionwithanAllOutAttack. distances). Difficult terrain like rubble or underbrush reduces
distancesmovedbyhalf(roundup).Iftryingtomoveawayfromone
Called Shot (Full): The character attempts to attack a specific or ormoremeleeopponentswithoutusingthedisengageaction,each
vulnerableareaonhistarget.Theattackerdeclaresalocationonhis opponentgetsafreeattackagainstthecharacterbeforehemoves
target and makes an attack following all the rules for Standard away. This is a bonus attack and is made in addition to any other
Attacks,exceptthecharactersuffersa20%WeaponSkillorBallistic attacksopponentsmakeduringtheirturn.
Skillpenalty.
Evasion(Reaction):Onceahitisscored,butbeforedamageisrolled,
Cast(Varies):Thecharacterunleashesamagicspell.Castingcanbe acharactercantrytododgeifhehastheskillandisawareofthe
anextendedaction.Youcannotcastmorethanonespellperround. attack.IftheDodgeBlowTestissuccessful,theattackisconsidered
Ifthecharacterspendsanextrahalfaction,theCastingRollcanbe tohavemissed(nodamageroll).Otherwisetheattackconnectsand
augmentedwithaChannellingSkillTest(seebelow). hisopponentmayrollfordamageasusual.Dodgingisafreeaction.
Channelling(Half):ThecharactercanaugmenttheCastingRollwith Acharactercanattempttoparryasuccessfulattack,eitherbyusing
aChannellingSkillTest.Ifsuccessful,hemayaddabonusequalto theparryingstanceactionorbytakingadvantageofaweaponinhis
his Magic Characteristic to the Casting Roll. If Channelling is used, secondaryhand,buthemusthaveaweaponreadyandbeawareof
castingaspellmustbethenextactionorthebenefitsarelost. the attack. A Weapon Skill Test is made to parry the blow. If the
successful,thatattackisconsideredtohavemissed(nodamageroll).
ChargeAttack(Full):Thecharacterrushesuptoanopponentand Otherwisetheattackconnectsandhisopponentmayrollfordamage
delivers a single attack. The opponent must be at least 4 yards (2 asusual.Parryingrequiresnospecialskillortalenttoattempt.Itsa
squares)awayfromthecharacterbutwithinthecharacterscharge halfactiontoenteraparryingstance,butifyouhaveaweaponin
move(seeTable61:CombatMovementinYards).Thelast4yards yoursecondaryhandyoucanparryasafreeaction.
(2squares)ofthechargemustbeinastraightline,sothecharger
can build up speed and line up with the target. The charging Acharactercanonlymakeonedodgeandoneparry perround.A
charactergainsa+20%WeaponSkillbonus.IftheChargingcharacter character cannot attempt to parry and dodge the same attack, or
hasnoweaponsorotheritemscurrentlyreadied,hecanattemptto dodge/parryrangedattacks.
GrappleorKnockDownhisopponentinsteadofinflictingdamage.
Feint(HalfAction):Thecharacterpretendstoattackinonedirection,
DefensiveStance(Full):Thecharacterstrikesnoblowsthisround, deceivinghisopponentandthrowingoffhisdefense.Thisisresolved
preferringinsteadtoconcentrateonselfdefense.Untilhisnextturn, as an Opposed Weapon Skill Test. If the character wins, his next
allmeleeattacks againstthecharactersuffera20% WeaponSkill attack cannot be either dodged or parried. If the characters next
penalty. actionisanythingotherthanastandardattack,thisbonusislost.

Grapple(Full):Thisactionisonlyusedwhenacharacterisalready Stand/Mount (Half): A character can get up if currently on the


engaged in a Grapple (WFRP, p.131). Grappling characters may ground,ormountaridinganimallikeahorseorpony.
maintainthegrapplewithafullactionorattempttoinflictnormal
unarmed damage with an Opposed Strength Test. Grappled Standard Attack (Half): The character makes either one melee
characterscanonlyattempttobreakthegrapplewithanOpposed attack with a +10% bonus to his Weapon Skill test or one ranged
Strength Test. Any outside melee attacks against either character attack with a +10% bonus to his Ballistic Skill test. If the attacking
gaina+20%WeaponSkillbonus.Endingagrappleisafreeaction. character is unarmed and engaged in melee, he can attempt to
Grapplehisopponentinsteadofinflictingdamage.
GuardedAttack(Half):Thecharacterattackscarefully,makingsure
heiswelldefendedfromcounterblows.Hemakesameleeattack Stun (Full): If the character is unarmed or armed with a melee
witha10%WeaponSkillpenalty.Untilhisnextturn,thecharacter weapon,hecanstriketoStuninsteadofattemptingtolandadeadly
gainsa+10%bonusonanyattemptedparriesanddodges. blow.Hemakesameleeattackwitha20%WeaponSkillpenalty.If
hesucceeds,roll1d10andaddtheattackersStrengthbonus.This
Jump/Leap (Full): The character jumps down or leaps across resultiscomparedtothetargetstotalofhisToughnessbonus+1per
something.Fordetailsonjumpingandleaping,seepage138. Armourpointprotectinghishead.Iftheattackersrollisequaltoor
higherthanthisvalue,thetargetisStunnedforanumberofrounds
KnockDown(Half):Theattackersmasheshisopponentinthehopes equaltothedifferencebetweenthetwovalue.
of knocking him off his feet. The character makes an Opposed
Strengthtestagainstthetarget,witha+10bonusifheisusingthis SwiftAttack(Full):Thecharactercanmakeanumberofmeleeor
actionaspartofaChargeactionorimmediatelyaftermakingaMove rangedattacksequaltohisAttacksCharacteristicwithnoadditional
action.Iftheattackerwins,thetargetisknockedProneandmustuse bonus. The character must have Attacks 2 or better to take
aStandactioninhisturntoregainhisfeet.Iftheattackersucceeds advantageofthisaction.Ifmakingamissileattack,acharactercan
bytwoormoredegreesofsuccess,hecanchoosetoinflict1d53+SB onlyusethisactioniftheweaponcanbereloadedasafreeactionor
damage on the target. If the target wins the test, he keeps his ifthecharacterhasaloadedpistolweaponineachhand.Inthelatter
footing.If the target wins by two or more degrees of success, the case, the character can make a maximum of 2 attacks (one per
attackerisknockedProneinstead. weapon).

Manoeuvre (Half): The character uses superior footwork and UseaSkill(Varies):Thecharacterusesaskill,whichusuallyinvolves


aggression to force his opponent to move 2 yards (1 square) in a makingaSkillTest.SeeChapter4:SkillsandTalents.Thiscanbean
direction nominated by the player. If desired the character can extendedaction.
advance 2 yards (1 square) as well. Manoeuvre is resolved as an
OpposedWeaponSkillTest.Ifsuccessfulthecharactersopponentis Ulrics Fury
moved as described. The opponent cannot be forced into another
Whenevertheplayerrollsa10onthedamagedie,rolltohitagain,
characterorterrainfeature(wall,barrel,etc.).
usingallthesamemodifiersasfortheinitialroll.Ifthissecondrollis
Move(Half):Thecharactercanmakeashortmove(seeTable61: successful,theplayercanrollanadditional1d10andaddtheresult
Combat Movement in Yards for distances). Difficult terrain like to the Damage Total. Should the result of this die also be a 10,
rubbleorunderbrushreducesdistancesmovedbyhalf(roundup). immediatelyrollathird1d10andaddthattotheDamageTotalas
well.Thisprocesscontinuesuntiltheplayerrollslessthana10.
ParryingStance(Half):Thecharacterreadiestoparryanincoming
blow.Anytimebeforehisnextturn,thecharactercantrytoparry Hit Location
onesuccessfulmeleeattackagainsthimaslongasheisawareofthe
attack.Parryingstanceendsatthestartofhisnextturn,regardless D100 Location D100 Location
ofwhetherheparriedablow.Shouldacharacterhaveaweaponin 0115 Head 5680 Body
theirlefthand(thisincludedshieldsandbucklers)hemayparryonce 1635 RightArm 8190 RightLeg
perroundasafreeaction. 3655 LeftArm 9100 LeftLeg
Ready(Half):Thecharactercanunsheatheaweapon,orpullanitem
outofaconvenientpouchorpocket.Thecharacteralsoputawayan Combat Modifiers
itemalreadyinhandatthesametime.So,forexample,acharacter
Difficulty Modifier
could sheathe a sword and unsheathe a dagger as one action. A
charactercanalsousethisactiontotakeaflaskorothercontainer VeryEasy(OpponentUnaware) +30%
anddrinkadraught. Easy(3:1,OpponentStunned) +20%
Routine(2:1,OpponentKnockedDown) +10%
Reload (Varies): The character can reload a missile weapon. See
Average None
Chapter5:Equipmentforthetimetakentoreloaddifferentranged
weapons.Reloadcanbeanextendedaction. Challenging(AttackingKnockedDown,Rain) 10%
Hard(CalledShot,DodgingWhileProne) 20%
Run(Full):Thecharacterrunsatfullspeed(seeTable61:Combat VeryHard(DeepSnow,ParryingGiant) 30%
MovementinYardsfordistances).Thismakesthecharacterharder
tohitwithmissileweaponsbuteasypreyformeleeattacksbecause
FiringintoMelee 20%
he isnt actively defending. Until the characters next turn, ranged ExtremeRange(Uptox2Long)* 30%
attacks against him suffer a 20% Ballistic Skill penalty, but melee AimAction(Half) +10%
attacksgaina+20%WeaponSkillbonus.Characterscannotrunin AimAction(Full) +20%
difficultterrain.

*MusttakeAimactionfirst.

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