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WFRP 4e Fight Simulation
WFRP 4e Fight Simulation
Notes on combat
• All enemies are within Max run distance so can be engaged with a charge.
• Halfling doesn’t have Ranged(crossbow), which means he can use it but doesn’t get the
impale quality.
• All criticals on opponents count as death.
• Added difficulty modifier of -10% if facing two opponents at once
• All dice rolls randomly generated and marked as {##}.
The Adventurers:
Wrecker 1
Wrecker 2
Wrecker 3
Wrecker 4
The Engagement
Gerrit, Nadine and Sig charge into the camp.
Page 165 – Charging, you gain +1 advantage as you barrel into opponent.
Page 169 – Surprised; You can take no Action or move on your turn, and cannot defend yourself in
opposed tests. Any opponent trying to strike you in Melee combat gains a bonus of +20 to hit.
Round 1
Wrecker 2: Surprised, does nothing
Gerrit: Charges Wrecker 2. Tests Melee (Basic) = 29, +20 to hit, +2 advantage for a total of +40 to hit.
{19} Hits with +5 SL. Hits the Left Arm for 11 damage (SL=5, SB=2, +4). Subtract Wrecker TB and
Armour (3+1), for total damage of 7. Wrecker 2 down to 4 wounds. Gerrit gains +1 advantage
(Current total = 3)
Nadine: Charges Wrecker 4. Tests Melee (Basic) = 35, +20 to hit, +2 advantage for a total of +40 to
hit. {61} Hits with +1 SL. Hits the Left Arm for 8 damage (SL=1, SB=3, +4). Subtract Wrecker TB and
Armour (2+1), for total damage of 5. Wrecker 4 down to 3 wounds. Nadine gains +1 advantage
(current total = 3)
Sig: Charges Wrecker 1. Tests Melee (Basic) = 41, +20 to hit, +2 advantage for a total of +40 to hit.
{96} Misses with -1 SL. Loses all advantage
Bert: Fire crossbow at Wrecker 3. Tests BS = 41, +20 to hit, +1 advantage for a total of +30 to hit. {56}
Hits with +2 SL. Hits the Body for 11 damage (SL=2, +9). Subtract Wrecker TB and Armour (3+1), for
total damage of 7. Wrecker 3 down to 3 wounds. Bert gains +1 advantage.
Gerrit (+0 Adv): Attacks Wrecker 2. Opposed Melee Test. Gerrit {14} gets +1 SL. Wrecker 2 {93} gets -
5 SL. Gerrit hits with +6 SL. Hits Right Arm for 12 (SL=6, SB=2, +4). Subtract Wrecker 2 TB and Armour
(3+1) for 8 damage. Wrecker 2 goes to 0 wounds, gains prone condition, and takes a critical wound.
Wrecker 2 DEAD. Gerrit gains 1 advantage (Total Advantage = 1).
Nadine (+3 Adv): Attacks Wrecker 4. Opposed Melee Test. Nadine {30} gets +3 SL. Wrecker 4 {89}
gets -4 SL. Nadine hits with +7 SL. Hits Head for 14 (SL=7, SB=3, +4). Subtract Wrecker 4 TB and
Armour (2) for 12 damage. Wrecker 4 goes to 0 wounds, gains prone condition, and takes a critical
wound. Wrecker 4 DEAD. Nadine gains 1 advantage (Total Advantage = 4)
Sig (+0 Adv): Attacks Wrecker 1. Opposed Melee Test. Sig {25} gets +2 SL. Wrecker 4 {30} gets +1 SL.
Sig hits with +1 SL. Hits body for 9 (SL=1, SB=4, +4). Subtract Wrecker 1 TB and Armour (3+1), for
total damage of 5. Wrecker down to 7 wounds. Sig gains +1 advantage (Total Advantage = 1).
Wrecker 4: DEAD
Wrecker 3: Take Perception test to judge where crossbow bolt came from. {57} fails test, doesn’t
know where bolt was fired from, moves to engage Nadine (50/50 chance to attack either Gerrit or
Nadine). Opposed Melee Test. Wrecker 3 {19} gets +4 SL (Melee Basic = 50). Nadine {96} (Melee
Basic 29, +4 Advantage) gets -3 SL. Wrecker 3 hits with +7 SL. Hits right leg for 13 (SL=7, SB=2, +4).
Subtract Nadine TB and Armour (4+1) for a total of 9 wounds. Nadine down to 9 Wounds and loses
all advantage. Wrecker 3 gains 1 advantage.
Bert (+2 advantage): Performs an Extended Range Test of 1 SL to reload crossbow. {48} fails test
(BS=41), doesn’t reload. Loses 1 Advantage (Total Advantage = 1).
Wrecker 1: Attacks Sig . Opposed Melee Test. Wrecker 1 {47} gets -1 SL (Melee Basic = 35). Sig {04}
(Melee Basic 41, +1 Advantage) gets +5 SL. Wrecker misses. Sig gains + 1 Advantage (Total Advantage
= 2).
Round 3
Wrecker 2: DEAD
Gerrit (+1 Advantage): Moves to engage Wrecker 1. Opposed Melee Test. Gerrit {77} gets -4 SL and
fumbles (Melee Basic = 29 + 1 Advantage). Wrecker 2 {43} gets -1 SL (WS=35). Roll on fumble table
{95}. Completely messes up attack, hits Sig instead. Deals 11 damage (SL=5, SB=2, +4) to Body.
Subtract Sig TB and Armour (4+1), for a total of 6 wounds. Sig down to 7 wounds, both Sig and
Gerrit lose all advantage.
Nadine (+0 Advantage): Attacks Wrecker 3. Opposed Melee test. Nadine {08} gets +3 SL (Melee =
35). Wrecker 4 {30} gets +3 SL (Melee = 50 + 1 advantage). It’s a tie, so attack misses, and no one
gains advantage.
Sig (+2 Advantage): Attacks Wrecker 1. Opposed Melee Test. Sig {20} gets +4 SL (Melee = 41 + 2
advantage). Wrecker 1 {82} gets -5 SL (Melee=35). Sig hits with +9 SL. Hits head for 17 (SL=9, SB=4,
+4) damage. Subtract Wrecker 1 TB and Armour (3) for 14 damage. Wrecker 1 goes to 0 wounds,
gains prone condition, and takes a critical wound. Wrecker 1 DEAD. Sig gains +1 advantage (Total
advantage = 4)
Wrecker 3 (+1 Advantage): Attacks Nadine. Opposed Melee Test. Wrecker 3 {100} gets -4 SL
(Melee=50, +1 advantage). Nadine {6} gets +3 SL (Melee=35). Attack misses, Wrecker 3 loses all
advantage. Nadine gains +1 Advantage (Total Advantage = 1)
Bert (+1 Advantage): Performs an Extended Range Test of 1 SL to reload crossbow. {36} passes test
(BS = 41), reloads crossbow. Loses 1 Advantage (Total Advantage = 0).
Wrecker 1: DEAD.
Round 4
Wrecker 2: DEAD
Gerrit (0 Advantage): Moves to engage Wrecker 3. Opposed Melee Test. Difficult penalty (-10%)
applied to Wrecker 3 as he is now facing 2 opponents. Gerrit {09} gets +2 SL (Melee=29) . Wrecker 3
{47} gets 0 SL (Melee=50 – 10% difficulty). Gerrit hits with +2 SL. Hits right leg for 8 damage (SL=2,
SB=2, +4). Subtract Wrecker 3 TB and Armour (3) for a total of 5 Damage. Wrecker 3 goes to 0
wounds, gains prone condition, and takes a critical wound. Wrecker 1 DEAD.
FIGHT OVER