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WFRP Combat 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:

Gerrit Schnellippen – Human Brigand

WS BS S T I Ag Dex Int WP Fel Wnds


26 25 25 40 36 40 36 31 33 42 13
Skills: Melee (Basic) =3, (Total Melee skill = 29)

Trappings: Hand Weapon (Sword), Leather Jerkin (Body + 1 Armour)

Nadine Tetzlaff – Human Riverwoman

WS BS S T I Ag Dex Int WP Fel Wnds


32 37 38 40 35 30 31 33 34 38 18
Skills: Melee (Basic) =3, (Total Melee skill = 35)

Trappings: Hand Weapon (Axe), Leather Leggings (Legs + 1 Armour)

Sieglinde Vonhof – Human River Recruit

WS BS S T I Ag Dex Int WP Fel Wnds


34 31 43 36 35 31 38 44 33 36 13
Skills: Melee (Basic) = 7, (Total Melee skill = 41)

Trappings: Hand Weapon (sword), Leather Jack (Body/Arms + 1 Armour)

Bertrand (Bert) Cottonfist – Halfling Villager

WS BS S T I Ag Dex Int WP Fel Wnds


29 41 17 30 32 34 34 26 45 41 11
Skills: Melee (Basic) = 0, (Total Melee skill = 29)

Trappings: Hand Weapon (Dagger), Crossbow w/ 10 bolts


The Wreckers:

Wrecker 1

WS BS S T I Ag Dex Int WP Fel Wnds


30 27 37 32 32 26 24 33 31 30 12
Skills: Melee (Basic) = 5, Dodge = 5

Trappings: Hand Weapon (Cutlass), Leather Jack (Body/Arms + 1 Armour)

Wrecker 2

WS BS S T I Ag Dex Int WP Fel Wnds


30 31 28 30 43 29 33 36 30 32 11
Skills: Melee (Basic) = 5, Dodge = 5

Trappings: Hand Weapon (Cutlass), Leather Jack (Body/Arms + 1 Armour)

Wrecker 3

WS BS S T I Ag Dex Int WP Fel Wnds


45 31 28 32 33 30 36 33 28 30 10
Skills: Melee (Basic) = 5, Dodge = 5

Trappings: Hand Weapon (Cutlass), Leather Jack (Body/Arms + 1 Armour)

Wrecker 4

WS BS S T I Ag Dex Int WP Fel Wnds


35 33 26 26 34 30 23 23 27 32 8
Skills: Melee (Basic) = 5, Dodge = 5

Trappings: Hand Weapon (Cutlass), Leather Jack (Body/Arms + 1 Armour)


The Scenario:
Our adventurers have tracked down the Wrecker’s campsite, and need to kill them to fulfil a
contract. Bert has successfully snuck around the other side of the campsite with his crossbow, while
Gerrit, Nadine and Sieglinde (Sig) prepare to charge the wrecker camp and take the enemy by
surprise. Bert will fire at the closest enemy from the outskirts of the camp, and unless engaged, will
continue to do so until ammo runs out. Each of the charging attackers will attempt to engage with
separate enemies.

The Engagement
Gerrit, Nadine and Sig charge into the camp.

Wreckers do perception checks to see if surprised:

• Wrecker 1: {85} fails and is surprised.


• Wrecker 2: {53} fails and is surprised.
• Wrecker 3: {44} fails and is surprised.
• Wrecker 4: {37} fails and is surprised.
Page 164 – Attacking Surprised enemies brings +1 advantage.

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.

Initiative order (Based on I Characteristic)


1. Wrecker 2
2. Gerrit
3. Nadine
4. Sig
5. Wrecker 4
6. Wrecker 3
7. Bert
8. Wrecker 1

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

Wrecker 4: Surprised, does nothing.

Wrecker 3: Surprised, Does nothing.

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.

Wrecker 1: Surprised, Does Nothing.


Round 2
Wrecker 2 (+0 Adv): Attacks Gerrit. Opposed Melee Test. Wrecker 2 {43} gets -1 SL (Melee Basic =
35). Gerrit {73} (Melee Basic 29, +3 Advantage) gets -2 SL. Wrecker 2 hits with +1 SL. Hits Right Arm
for 8 (SL=1, SB=3, +4). Subtract Gerrit TB and Armour (TB=4), for total damage of 4. Gerrit dwon to 9
wounds and loses all advantage. Wrecker 2 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

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