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WFRP4e Cheatsheets

Tests Status
Dramatic Test Outcomes • Charm: +10 if higher Tier, -10 if lower Tier
• Begging: +10 if lower Tier (reverse above)
SL Result Have you succeeded? • Intimidate: +10 if higher Tier
>+5 Astounding Success Yes, perfectly! • Gossip: -10 if at different Tiers
+4 to +5 Impressive Success Yes, and… • Leadership: +10 if one Tier higher, +20 if two Tiers higher
+2 to +3 Success Yes
+0 to +1 Marginal Success Yes, but… If do not maintain cost of living at Status, lose 1 Standing per week.
-0 to -1 Marginal Failure No, but…
If Earning, Average Test against Career Skill. Pass, receive money below,
-2 to -3 Failure No
fail, receive half, Astounding Failure receive nothing:
-4 to -5 Impressive Failure No, and…
<-5 Astounding Failure No, not in any way! Tier Amount Per Standing
Difficulty Table Brass 2d10 brass pennies
Silver 1d10 silver shillings
Difficulty Test Modifier Gold 1 gold crown
Very Easy +60
Easy +40
Average +20 Fate
Challenging No modifier
Difficult -10 • Die Another Day: Instead of dying, knocked out, left for dead, etc.
Hard -20 • How Did That Miss?: Avoid an instance of incoming Damage.
Very Hard -30
Tests > 100%: Add +1SL to successful Tests per full 10% Skill exceeds 100% Fortune
Assistance: Adds +10 per assistant but: • Reroll a failed Test
• Assistant must have at least one Advance in the Skill • Add +1 SL to a Test after the roll
• Limit to assistants equal to relevant Characteristic Bonus • At the start of the round, choose when to act disregarding Initiative
Resilience Corruption
• I Deny You!: Choose not to develop a mutation, lose no Corruption • Dark Deals: Gain 1 Corruption to reroll a failed Test.
• I Will Not Fail!: Choose result of a Test, min. 1 SL in Opposed • Corrupting Influences: Challenging Cool or Endurance Test:
o Minor: Gain 1 Corruption if fail
Resolve o Moderate: Gain 2 Corruption if fail, 1 Corruption on
Marginal Success
• Immune to Psychology until end of next round
o Major: Gain 3 Corruption if fail, 3 Corruption on Marginal
• Ignore all Critical Wound modifiers until start of next round
Success, 1 Corruption on ordinary Success.
• Remove 1 Condition; if Prone removed, gain 1 W
If Corruption > WPB + TB, Challenging Endurance Test. If fail, roll on
Psychology Corruption Table and reduce Corruption by WPB. Dark Whispers or
Absolution can also reduce Corruption.
• Animosity: -20 to Fel Tests. If fail Cool Test, must socially or
physically attack with +1 SL. Cool Test each round to stop. Movement, Falling, etc.
• Fear: -1 SL to all Tests against source of Fear, Challenging Cool Test
to approach, or if approached. If fail and latter, gain Broken • Walking: Mx2
Condition. Extended Cool Test vs. Fear Rating end of each round. • Running: Mx4
• Frenzy: WP Test to initiate. Always move at full M towards enemy; • Sprint: Action allowing movement in addition to running (Mx4).
+1 S bonus; Free Action melee attack. Fatigued Condition once Average Athletics Test to move an additional Mx4 + SL yards.
over. • Climbing (easy): M/2. Can spend Action for Average Climb Test to
• Hatred: Will not socially interact. If fail Cool Test, must physically climb an additional M + SL yards
attack with +1 SL; immune to Fear and Intimidate. Cool Test each • Climb (hard): Action for Climb Test to climb M/2 + SL yards
round to stop. • Leap: M in feet. Average (run up of M or more) or Challenging
• Prejudice: -10 to Fel Tests. If fail Cool Test, must socially insult. Cool Athletics Test, each successful SL adds 1 foot. 0 SL = 6 inches.
Test each round to stop. • Falling: Take 3 Damage per yard of fall +1d10 – TB. If Wounds > TB,
• Terror: If fail Cool Test, get Broken Conditions = Terror Rating + Prone Condition. Average Athletics Test reduces effective fall
failed SL. Then applies effects of Fear with same rating. distance by 1 yard + 1 yard per SL.
Environmental Combat
• Drowning: Hold breath TB rounds, then lose 1 W per round. 0 W =
Unconscious Condition, then die TB rounds after that. Advantage
• Cold: Endurance Test every 4 (or 2) hours. 1st failure -10 BS, Agi and
• Assess situation using a Skill: +1 Advantage
Dex; 2nd failure -10 to everything else; 3rd+ failure 1d10 Dmg ignore
• Attacking from Surprise: +1 Advantage
AP, min 1.
• Attacking Stunned opponent in melee: +1 Advantage
• Heat: Endurance Test every 4 (or 2) hours. 1st failure -10 Int and
• Charging into Melee: +1 Advantage
WP, Fatigued Condition; 2nd failure -10 to everything else and
• Defeating an important opponent: +1-2 Advantage
another Fatigued Condition; 3rd+ failure 1d10 Dmg ignore AP, min
1. Stripping heavy trappings cancels one failed Test. • Opponent Flees: +1 Advantage and free attack
• No Water: Cannot heal W or Fatigue Conditions, each subsequent • Spell from same Lore cast on target this round: +1 Advantage
Endurance Test worsens by -10. Daily Endurance Test, 1st failure - • Win an Opposed Test: +1 Advantage
10 Int, Fel and WP; 2nd+ failure -10 to all Characteristics and 1d10 • Wound with an Unopposed Test: +1 Advantage
Dmg ignore AP, min 1.
• No Food: Cannot heal W or Fatigue Conditions, each subsequent • Accrue no Advantage this round: -1 Advantage
Endurance Test worsens by -10. Endurance Test every 2 days, 1st • End round outnumbered: -1 Advantage
failure -10 S and T; 2nd+ failure -10 to all Characteristics and 1d10
Dmg ignore AP, min 1. • Disengage using superior Advantage: Lose all Advantage
• Lose an Opposed Test: Lose all Advantage

Encumbrance Suffer any Conditions or Wounds: Lose all Advantage

• Whenever take Fatigued Condition when Overburdened, add +1 Hit Locations


Condition.
o Up to SB+TB: No Penalty Roll Location
o Double Limit: -1M (min. 3), -10 Ag, +1 Travel Fatigue 01 - 09 Head
o Triple Limit: -1M (min. 2), -20 Ag, +2 Travel Fatigue 10 - 24 Left/Secondary Arm
o Greater: cannot Move. 25 - 44 Right/Primary Arm
45 – 79 Body
80 – 89 Left Leg
90 - 00 Right Leg
Spot Rules o Using Melee to defend against larger creature is at -2 SL
per step difference.
• Charging: must Move at M to Mx4 (run) yards to gain +1 Advantage o Smaller creature gets +10 to hit in melee.
• Disengage: If have greater Advantage, spend all to Move OR
succeed at a Dodge v. Melee Test. Conditions
• Fleeing:
• Ablaze: 1d10+1 per additional Condition – TB & AP (min 1)
o Opponent gets +1 Advantage and free attack with +20
damage. Athletics Test to remove, +1 per SL.
(unopposed Melee Test).
• Bleeding: -1 W end of round, -10 to resist Festering Wounds, Minor
o If hit, opponent gains +1 Advantage and make Challenging
Infection, Blood Rot. At 0 W Unconscious Condition and 10%
Cool Test or gain Broken Condition + 1 per SL <0.
chance of death per Bleeding Condition. Remove with prayer/spell
• Grapple: Opposed Melee Test to grapple, adds Entangled
heal W (1 per W healed) or Heal Test, +1 per SL. When Bleeding
Condition. If begin turn grappling, may break grapple and Move if
healed, gain Fatigued Condition
have higher Advantage. Otherwise Action of Opposed S Test to
• Blinded: -10 to all sight Tests; +10 for melee opponents. Remove 1
either:
Condition end of every other round.
o Inflict SB+SL dmg (ignore AP) OR
• Broken: Move and Action used to flee, -10 to all Tests not running
o Inflict an Entangled Condition OR
or hiding. If unengaged, may roll Cool Test to remove, +1 per SL.
o Remove an Entangled Condition + another per SL
Lose 1 Broken Condition for each round spent out of sight of enemy
Those outside grapple, +20 to hit lowest Advantage, +10 highest
• Deafened: -10 to all hearing Tests; +10 for melee opponents
• Helpless Target: Automatic hit and Critical Wound. SL is calculated
attacking from flank or rear. Remove 1 Condition end of every
as an unopposed Easy Test and attacker had rolled 01.
other round.
• On the Defensive: Choose a Skill, +20 to those defensive Tests until
• Entangled: Cannot Move; All actions -10. Opposed S Test to
your next turn
remove, +1 per SL.
• Size:
• Fatigued: -10 to all Tests. Remove by resting, spell, prayer.
o Damage multiplied by size steps larger;
• Poisoned: -1 W end of round; -10 to all Tests. Cannot heal while
o If 2 steps larger, causes Fear 2, if 3 steps Terror 3, etc.
Poisoned, if fall Unconscious roll Endurance Test after TB rounds or
o Larger creature can Move without Disengaging
die. End of round Endurance or Heal Test to remove, +1 per SL, gain
o Opposed S Tests, 1 step smaller only wins on Criticals; 2
Fatigued Condition.
steps, cannot win.
o Larger creature can Stomp for 1 Advantage as a free • Prone: Move to stand or crawl Move/2. -20 to all Tests involving
attack. Dmg is SB+0 movement and +20 for melee opponents.
• Stunned: Lose Action and Move/2; -10 to all Tests, can only defend • Lightweight: -1 Encumbrance
except using Language (Magick). +1 Advantage to melee opponent • Penetrating: Non-metal AP is ignore; ignore 1 AP on other armour
attacking you. End of round Challenging Endurance Test to remove, • Pistol: Can be used in melee
+1 per SL, gain Fatigued Condition. • Practical: +1 SL on failed Tests; if armour, reduce penalty by 1 level
• Surprised: No Action, Move or defend; +20 for melee opponents. • Precise: +1 SL to any successful Test
• Unconscious: No Action, Move or defend; Melee opponents • Pummel: If head hit, Opposed S/Endurance Test to inflict Stunned
automatic hit and Critical Wound. SL is calculated as an unopposed Condition
Easy Test and attacker had rolled 01 OR instant kill. • Reload (rating): Extended Ranged Test, SL = rating to reload
• Repeater (rating): holds rating shots before needing reloading
Equipment Qualities & Flaws • Shield (rating): rating AP everywhere; if 2+ can oppose missiles
• Accurate: +10 when firing weapon • Shoddy: Breaks on failed double; if armour, breaks on Critical Hit
• Blackpowder: Target pass Average Cool Test or Broken Condition • Slow: Always strike last; +1 SL to defend against
• Blast (rating): All targets within rating radius take damage • Tiring: Only get Damaging or Impact when charging
• Bulky: +1 Encumbrance; if armour, double Fatigue penalties • Trap Blade: If Critical when defending, can do Opposed S Test
• Damaging: Use higher of units die or SL for determining Damage adding SL from Melee Test. If succeed, blade dropped; if
• Dangerous: Any failed Test where a 9 is rolled is a Fumble Astounding Success, blade broken
• Defensive: +1 SL to Melee Test when defending • Ugly: Occasionally, -10 Fel.
• Distract: Instead of Damage, force opponent back 1 yard per SL • Unbreakable: Will not break or lose edge
• Durable: +Durable damage and 9+ save to avoid instant breakage • Undamaging: All Aps doubled; does not inflict min. 1 W
• Entangle: Instead of Damage, Entangled Condition equal to your S • Unreliable: -1SL on failed Tests; if armour, double penalties
• Fast: Choose when to act, ignoring I; -10 to defending Melee Tests • Weakpoints: Criticals by weapons with Impale Quality ignore APs
• Fine: Impressive appearance • Wrap: Defending Melee Tests suffer -1 SL
• Flexible: Can be worn under non-Flexible armour Range
• Hack: Reduce armour or shield AP by 1
Range Distance Modifier
• Impact: Add units die to Damage
Point Blank Weapon Range/10 +40 (Easy)
• Impale: Inflicts Critical Hit on rolls ending in 0 as well as doubles;
Short Weapon Range/2 +20 (Average)
ranged missiles are lodged Medium Weapon Range +0 (Challenging)
• Impenetrable: Ignore all Critical Wounds caused by an odd number Long Weapon Range x 2 -10 (Difficult)
• Imprecise: -1 SL when attacking Extreme Weapon Range x 3 -30 (Very Hard)
Fumble Table Attacking from mount if mount larger than target
- +10 Attacking a Grappled target (highest Advantage)
Roll Result Attacking (melee) a Blinded opponent
01-20 Lose 1 W, ignore TB & AP Attacking (melee) a Deafened opponent from flank
21-40 Weapon takes 1 dmg, act last next round or rear (stacks)
41-60 -10 to Action next round Attacking (melee) a larger target
61-70 Lose next Move Difficult -10 Shooting a target at Long range
71-80 Miss next Action Shooting a Small target
81-90 Suffer Torn Muscle (Minor) Critical Wound Shooting in a round you Moved
91-00 Hit ally using units die for SL OR take a Stunned Condition Target in soft cover
Misfires: Blackpowder, Engineering or Explosive weapon and Fumble an Attacking while Prone / target mounted
even number, explodes using units die as SL Attacking against a weapon with longer Reach
Attacking in mud, heavy rain, difficult terrain
Combat Difficulty Suffering from Blinded, Broken, Entangled, Fatigued,
Poisoned or Stunned Conditions
Difficulty Mod Example Hard -20 Shooting a Little target
Very Easy +60 Shooting a Monstrous target Shooting target in mist, fog or shadow
Shooting into a crowd (13+) Shooting into melee avoiding allies
Easy +40 Shooting a target at Point Blank Target in medium cover
Shooting an Enormous target Attacking in monsoon, hurricane, blizzard
Outnumbering 3 to 1 Attacking (melee) in darkness
Shooting in a large group (7-12) Enclosed space with Medium weapon or longer
Average +20 Shooting a target at Short range Called shot to specific location
Shooting a Large target Using a weapon on off-hand
Shooting into a small group (3-6) Dodging when Prone or mounted
Shooting having aimed the round before Very Hard -30 Shooting a target at Extreme range
Outnumbering 2 to 1 Shooting a Tiny target
Attacking a Fleeing target Shooting in darkness
Attacking a Grappled target (lowest Advantage) Target in hard cover
Attacking a Prone target Attacking/dodging in deep snow, water
Attacking (melee) a Surprised target
Attacking an Engaged target in flank or rear

Wounds and Healing Major Natural Healing: 30 – TB days penalty drops to -10;
Another 30 - TB days healed. Heal Test has no effect.
• If Wounds = 0: Prone Condition; Unconscious Condition in TB
rounds if not healed
Amputation
• If Wounds < 0: Roll on Critical Table. If negative W < TB, -20; If When Critical Wound received, Endurance Test or Prone (Marginal
negative W > TB x 2, +20 Failure), Stunned (Failure) and Unconscious (Impressive Failure)
• Death: Unconscious Condition, 0 W and Critical Wounds > TB, die Conditions. All require Surgery to heal any W, and Very Easy Endurance
at end of round Test or contract a Minor Infection.
• Armour: Can ignore a Critical Wound by sacrificing 1 AP
• Arm or Hand: -20 to applicable Tests; No longer use 2-Handed
Broken Bones weapons.
• Ear: -5 to Fel Tests per ear if visible; -20 to applicable Perception
• Minor Limb: unusable, treat as severed. Tests if lose both.
• Minor Head: -30 all spoken Language Tests • Eye: -5 to Fel Tests per socket visible; -30 to applicable Tests
• Minor Body: -30 to S and Ag; M/2 (including Weapon, Dodge and Ride Tests) if lose both.
• Natural Healing: 30+1d10 days, Average Endurance Test. If fail, • Finger: Increases chance of fumble - units die is 1 for 1 finger, 1 or
permanent -5 to Ag (Limb, Body) or spoken Language (Head) 2 for 2 fingers, etc. Also -5 per finger lost for relevant Tests. If lose
Tests 4, treat as severed hand.
• Assisted Healing: Average Heal Test within 1 week avoids need • Leg or Foot: M/2; -20 to Tests requiring mobility, including Dodge.
for Endurance Test. If binding undone, another Heal Test or Cannot use Dodge if lose a leg.
Endurance roll required. • Nose: -20 to Fel Tests and -30 to relevant Perception Tests.
• Teeth: -1 Fel per 2 teeth lost; cannot eat solids if lose more than
• Major: As above, but Natural Healing +10 days, all Tests half of them.
Challenging and penalty for failure -10. • Toe: -1 to Ag and WS per toe lost.
• Tongue: automatic failure on spoken Language Tests.
Torn Muscles
• Minor: -10 to all Tests relevant to location; M/2 if Leg
Healing
• Minor Natural Healing: 30 – TB days; Heal Test reduce by 1 +SL • Natural Healing: Average Endurance Test per day after good sleep
heals TB+SL W, if take it easy during day, additional TB W healed.
• Major: As above, but penalty -20. • Assisted Healing: IB + SL W healed once per encounter
Casting Magic Persistent spells require Extended Language (Magick) Test to equal CN of
spell to be dispelled.
Language (Magick) Test to achieve SL = CN of spell.
Blessings and Miracles
• Critical: roll on Minor Miscast table and one of following:
o Critical Cast: If Damage, also inflicts Critical Wound Challenging Pray Test, and if roll a Fumble or if units die equals or less
o Total Power: Cast regardless of CN (can be Dispelled) than Sin Points, Wrath of the Gods. Every 2 SL of success adds:
o Unstoppable Force: If enough SL, cannot be Dispelled
• Blessing: +6 yards range OR +1 target OR +6 rounds duration
• Fumble: roll on Minor Miscast table
• Miracles: add the listed range, duration or targets
• Overcasting: Every 2 SL of Casting success add the listed range,
duration area of effect or targets. Can be done multiple times.
• Grimoire: Casting from a grimoire doubles CN
• Magic Missile: Damage = Dmg + SL + WPB – TB – AP
• Ingredients: Reduce Major Miscast to Minor; Minor to no effect
• Clothing: Not wearing colours of Lore: -1 SL
• Armour: -1 SL per AP unless Beasts or Metal Lore
• Warpstone: Double SL

Channelling
Extended Channelling Test, when SL = CN, can cast spell next round as if
CN = 0. If fail, roll on Minor Miscast table.

• Critical: Cast next round regardless of SL, Minor Miscast roll


• Fumble: Any failed double or units die of 0, Major Miscast roll
• Interruptions: Hard Cool Test or start over and Minor Miscast roll

Dispelling
If spell within WP yards, Opposed Language (Magick) Test, success means
spell dispelled, failure compares SL to determine casting effects.
Between Adventures Advancement
Each character: XP spent to increase Characteristics, Skills and Talents from current Career.
Can increase any Characteristics and Skills from previous Career levels, but
• Rolls for an Event
Talents only from current level.
• Spend money
• Undertake Endeavours (1 per week of downtime, max. 3) • Non-Career Characteristic and Skill advances cost double
o Elf Improvement • Non-Career Talents require Training or Unusual Learning
o Animal Training Endeavours
o Banking
o Changing Career Completing a Career
o Combat Training (Rangers, Warriors)
Advance in all Career level’s Characteristics, 8 Skills and 1 Talent.
o Commission
Requirements for Characteristics and Skills:
o Consult an Expert
o Crafting • Level 1: 5 Advances in each Characteristic and 8 Skills
o Foment Dissent (Burghers, Peasants) • Level 2: 10 Advances in each Characteristic and 8 Skills
o Income (With Great Power… if at Tier 3 or 4 of Career) • Level 3: 15 Advances in each Characteristic and 8 Skills
o Invent • Level 4: 20 Advances in each Characteristic and 8 Skills
o Latest News (Rangers, Riverfolk)
o Reputation (Academics, Burghers, Courtiers) Once completed, can spend 100 XP to:
o Research Lore (Academics) • Move to next Career level
o Study a Mark (Rogues) • Move to lower Career level
o Training
• Move to new Career in your Class
o Unusual Learning
• If not completed current Career: +100 XP
• Lose any money left not resulting from an Endeavour
• If moving to new Career in different Class: +100 XP

With GM permission, can change Careers to higher level than 1

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