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Warhammer Fantasy Role-Play, 2nd Edition ~ Rules of Play

Playing the Game


Making Tests: Players make Tests for their characters by Critically Wounded: Damage beyond the maximum wounds
rolling percentage dice (2d10 read as 10s and 1s) to determine for a location, the further effect(s) of which are rolled on the
success. The GM may assign difficulty modifiers based on his/ appropriate critical chart, and may lead to the characters death.
her perception of that difficulty. By taking your time on some
tasks, and working together as a team on other tasks you might Experience Points: You will be given XP (experience points)
improve your chances of success. You should ask the GM if from time-to-time for role-playing, and these are tracked as
teamwork or extra time would help solve tasks. Current and Total XP. Your Current XP is what you have
available, in 100-point increments, to improve your character.
Fate and Fortune Points: Fortune points are equal to twice the Total XP is the sum of all the experience your character has
characters Fate Points, renew every morning though they do accrued during the life of the game. Upgrade your character
not stack morning-to-morning, and may be used in the through purchases using the following guidelines (each costs 100
following manners XP unless otherwise stated)
at any time to re-roll one failed Characteristic or Skill Test, gain +5% on available Primary Characteristics,
but only one for an Extended Test, gain +1 on available Secondary Characteristics,
to gain an extra parry or dodge in a round, more than once gain an available new skill or talent,
for the round, which is normally forbidden, gain +10% Skill Mastery to any available improvable skill,
to gain an extra d10 on Initiative, and gain an Extra Spell talent (mages only); spend one week to
to gain an extra Half-Action during their turn. one month studying the new spell (dependent on the
complexity of the spell, as determined by the GM), and then
Damage and Healing
spend 100xp. The new spell is immediately available once
Lightly Wounded: When there are more than 3 Wounds these are accomplished,
remaining on a location. Without medical attention, the character enter a new career available to your character from the
recovers 1 wound per day; with attention, up to 1d10 per day. exits listed on their current career. NOTE: Certain special or
Heavily Wounded: 0 3 Wounds remaining on any location. racial careers (such as the Estalian Diestro, Kislevite Kossar,
Without medical attention the character recovers 1 wound per Noble, and Norse Berserker) may only be entered under
week; with Surgery or a poultice, up to 1 per day. special circumstances, subject to class and racial restrictions,
enter a new BASIC career for which there is NO exit from
your current career, spend 200 XP.

Weaponry Quality Definitions and Money


Some weapons have special qualities whose definitions are Slow Your opponent gains a +10% bonus when attempting
shown here to parry or dodge this weapon,
Armour Piercing Ignore 1 point of your targets armor, Snare If hit, the target is trapped unless a successful Agility
Balanced You dont suffer the normal 20% off-hand test is made. In subsequent rounds, a successful Strength test
penalty if youre using this weapon in your off-hand, (to break the bonds) or Agility test (to get free), is necessary
Defensive You gain +10% bonus when parrying, to get loose of the snare. Ensnared characters are +20% WS
Experimental On an attack roll of 96-98, this weapon jams or BS to hit,
and must be repaired; on an attack roll of 99-00, this weapon Special Special rules exist for this weapon or item; they are
explodes, inflicting base 8 damage, normally contained with the objects description,
Fast Your opponent suffers a -10% penalty when trying to Tiring Impact quality is only good for the first hit of a fight
parry or dodge this weapon, with these sorts of weapons,
Impact Roll 2d10 for damage, using the highest roll to Unreliable See Experimental, though the failure numbers
determine damage, but not both dice, are 96-99 and 00, instead.
Precise If you roll a Critical hit, the damage increases by 1,
Pummeling You have a +10% Strength bonus when Money:
combined with your Strike to Stun Talent, 1 GC (gold crown) = 20 SS (silver shillings) = 240 BP (brass
Shrapnel Any character within two (2) yards of the path of pennies);
travel for this weapon, up to its maximum range, must make
a successful Agility test or be hit. 1 SS (silver shilling) = 12 BP (brass pennies)

Magic (for Mage characters only)


Follow this procedure for casting spells 3) (Optional; GM Discretion) The Winds of Magic: Every 1d10
1) (Optional) Channeling: You pull energy from Chaos to cast minutes the aethereal winds of Chaos change, based on the
magical spells, so a successful Channeling roll grants a bonus to mages current location. The color of the wind determines any
your Spellcasting roll equal to your Magic Characteristic as a bonus or penalty for your Spellcasting roll.
bonus.
4) (Required) Casting the Spell: You may roll a number of d10s,
2) (Optional) Ingredients: Each spell lists an ingredient (AKA from 1 up to your current Magic Characteristic, whatever you
component) that may be used to enhance your total Spellcasting prefer, to cast a spell, adding any of the bonii listed above. Add
roll. Ingredients listed as +3 have a 75% chance of disappearing the numbers of all dice and bonii together; a successful Test
on completion of casting, used up by the magic. +2 Ingredients grants the effect of the spell from its description. Doubles, triples,
have a 50% chance, and +1 ingredients have a 25% chance. and quadruples on the dice, however, even if successful, may
bring unwanted manifestations of Chaos.
Combat Rounds, Initiative, Attacks, and Damage
Combat Round: A 4 to 10 second period, as with most games, in
3) Determine Hit Location: The reverse number of the To-Hit
which combat and non-combat actions are accomplished to
roll, or whatever method the GM decides to use, determines
defeat an opponent, trap, or puzzle during standard and
where the character was hit, as listed on the paper doll on your
dramatic scenes.
character sheet. Next, you
Initiative: Each Player, and the GM, rolls 1d10 and adds their
Agility to that. Play proceeds from highest to lowest Initiative 4) Roll Damage: Roll 1d10, adding the characters weapon
total, with ties broken by Weapon or Ballistic Skill based on the damage bonus, plus any GM, skill or talent modifiers, and then
weapon being used by the character at the time. Characters that 5) Adjust for the Targets Armor and Talents: Damage to the
are surprised lose their ability to act the entire first round of target of the attack is reduced by their Toughness Bonus, their
combat, regardless of the number of action points they possess. armor value according to location, and any magical or talent-
Players succumbing to a failed Terror/Horror roll lose their based bonuses to their defense. The final number is
ability to act until a successful Test is made.
6) Recorded as Damage: Locations with four (4) or more
Making an Attack remaining wounds are Lightly Wounded. Locations holding 3, 2,
1) Each Player determines their Actions for the Round: As your 1, or 0 wounds are Heavily Wounded. Each hit placing a location
part of the combat round plays out, you will need to explain each further into negative numbers causes a Critical Wound, perhaps
action taken or each attack made to the GM and the rest of the even killing the character. See Playing the Game Damage and
Party. As each action plays out Healing on page 1 of this sheet for healing information. After
2) Roll To-Hit or Test to Succeed: Players roll percent dice this
against their characters Weapon or Ballistic Skill, or Skill to Test, Finishing the Combat: Each Player continues to wash, rinse, and
whichever is most appropriate, with any modifiers applied by repeat this sequence until the combat is resolved.
the GM or due to possessed skills or talents. If the roll to-hit is
successful
Combat Actions
In Warhammer Fantasy Role-Play, 2nd Edition, Characters are equipped with Actions, AKA Full Actions.
Each Full Action may be split into two Half-Actions and spent to perform actions and attacks while in
combat rounds, as follows

BASIC ACTIONS ADVANCED ACTIONS


Aim (Half-Action): Increases the Characters chance to-hit by All-Out Attack (Full Action): The character makes a furious
+10% for either Weapon or Ballistic Skill. attack with a bonus of +20% Weapon Skill, though they may
Cast (Varies): For a Half-Action the Character may Channel, not Parry or Dodge until the following round.
and then spend another Half-Action to cast. More complex Defensive Stance (Half-Action): All attacks against this
spells require more time to cast, and casting can be an character are 20% Weapon Skill penalty for the round.
Extended Action, based on the GMs discretion. The mage Delay (Half-Action): The Player may delay their characters
may not case more than one spell per round (RB 127). action until an opportune time, though they are left with
Charge Attack (Full Action): The character charges their only a single Half-Action. Two delaying characters
opponent from at least 4 yards distance, attacking with a attempting to act at the same time make opposed Agility
+10% bonus to Weapon Skill. Tests to see who acts first.
Disengage (Full Action): The character may escape from Feint (Half-Action): The character pretends to attack one
combat, though all opposing characters in melee range get a way, then attacks another. The attacker and target make
free attack against the character. opposed Weapon Skill Tests; if the attacker wins, his next
Move (Half-Action): The character may move a distance attack cannot be Parried or Dodged. If the attackers next
equal to their Move/Disengage, with underbrush or other action is not a Standard Attack, this bonus is lost.
difficult terrain cutting that by half. Guarded Attack (Full Action): The characters next attack is
Ready (Half-Action): The character may pull, and/or put 10% Weapon Skill, though they are +10% Parry/Dodge until
away a component, weapon, or item, and/or drink a the next round of play.
draught. Putting something away and pulling something Jump/Leap (Full Action): The character jumps or leaps across
out at the same time may be done in the same action. something.
Reload (Varies): The character can reload a missile weapon; Maneuver (Half-Action): The attacker may force the defender
for weapons requiring multiple actions to reload, this is an to move two yards, or they may move themselves two yards,
Extended Action. by making an opposed Weapon Skill Test against the target.
Stand/Mount (Half-Action): The character can rise from the If the attacker is successful, the target moves in the direction
ground or mount a riding animal. and distance, up to two yards, the attacker describes.
Standard Attack (Half-Action): A character may make one Run (Full Action): The character runs their full speed until
melee or ranged attack series, counting as one attack. the next round. Ranged attacks against the runner suffer
Use a Skill (Varies): Make a skill Test to succeed at a skill. 20%, while melee attacks gain +20%. Characters may not
run through difficult terrain.