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This is a collection of rulings and rules clarifications from the WFRP 4th Edition developers.

Most of these answers are publicly available on the Rat Catchers’ Guild Discord server using
the search function; this FAQ is meant only to curate these statements under a single document.

Some of the most recent answers come from Andy Law and Andy Leask via The Rookery,
where the former WFRP devs are quite happy to answer questions (join The Rookery on
Discord here: https://discord.gg/rSuaK6qHm2). We thank the Andys for their continued support
and insider knowledge.

The individual rulings listed here should be considered ‘official answers’ to rules inquiries, but
this FAQ itself is unofficial and has no affiliation with C7 or Games Workshop.

Some answers are contradictory, or were written by former developers or writers of Warhammer
Fantasy Roleplay. Use your best judgement when deciding which rulings are most applicable if
any contradictions do arise.

Screenshots are provided for the exact wording of answers, but some of these (particularly from
emails) are very small due to their having to fit into Google Docs. In such cases, we have
attempted to reproduce the content of the ruling for clarity, but you can set this doc to Print View
by clicking the three dots in the top right, then zoom in to get a closer look as well. You may
need to download the Google Docs app to use Print View.

If anything else doesn't work or you need further clarity, ping @adambeyoncelowe#6971. I am
always happy to be sent clarifications I've missed!

This project was started (and maintained for a good few years) by @BadJuJu#0604 and is now
being updated by @adambeyoncelowe#6971 and the team at The Ratcatchers Guild.

Last Update: 08/08/21 (dd/mm/yy)

Table of Contents

CHAPTER 2: CHARACTER
Species
Elves and balance
Skills and Talents
Native languages

CHAPTER 3: CLASS AND CAREERS


Careers
Advancing Through Your Career
Career Skills and Talents
Status
Maintaining Status
Careers
Slayer Career

CHAPTER 4: SKILLS AND TALENTS


Skills
Art clarifications
Channelling clarifications
Heal Clarifications
Intimidate clarifications
Lore clarifications
Lore (Apothecary) and Savant (Apothecary)
Lore (Engineering) and Trade (Engineering)
Lore (Medicine)
Research
Talents
Arcane Lore
Attractive
Berserk Charge
Combat Master
Combat Master and Outnumbering (RAW)
Combat Master and Outnumbering (RAI)
Concoct and Trade (Apothecary)
Deadeye Shot
Deadeye Shot and Critical Hits
Dirty Fighting
Stacking Dirty Fighting, Strike Mighty Blow and knuckledusters
Dual Wielder
Declaring Dual Wielder
Dual Wielder and reversing the dice
Dual Wielder and Advantage
Stacking Dual Wielder, Frenzy and Furious Assault
Using DW with Knuckledusters
Etiquette
Etiquette scope
Etiquette and specialisations
Fast Shot
Fast Shot, Initiative Order and Actions
Using your Action from next Turn
Feint
Feint errata
Field Dressing
Furious Assault
Furious Assault and Advantage
Gunner
Gunner and ‘blackpowder weapons’
Implacable
Implacable and Bleeding
Linguistics
Magic Resistance
Magic Resistance and Religion
Noble Blood
Petty Magic
Reaction Strike
Reaction Strike Tests line
Roughrider
Roughrider and unusual actions
Seasoned Traveller
Surgery Talent
Wounds inflicted by Surgery
Witch! Talent
Witch! and Arcane Lore spells
Witch! spells and Lore effects

CHAPTER 5: RULES
Simple Tests
Automatic Successes
Tests and Actions
Dramatic Tests
Failed Tests and adding SLs
Fast SLs clarifications
Difficulty
Modifiers and Advantage caps
Standard Difficulty
Opposed Tests
Opposed Tests and adjudicating ties
Extended Tests
Failures on Extended Tests house rule
Combat
Initiative Order
Initiative and Weapon Qualities (Fast/Slow) clarifications
Taking Your Turn
New Action: Hold
Ranged Combat
Failed Ranged attacks and Opposed Tests
Opposing Ranged attacks at Point Blank with Melee
Point Blank
Ranged attacks and No Opposition
Using Ranged weapons while unskilled
Combat Difficulty
Pistols, Engaged and Close Combat
Special cases
Helpless clarification
Size Modifiers Clarifications
Mounted Combat
Damage
Minimum Damage Clarifications
Moving
Moving During Combat
Difficult Terrain
Running (AKA ‘Sprinting’)
Conditions
Fate & Resilience
Fate and Fortune
Resilience and Resolve
Injury
Wounds, Critical Wounds and Death
Andy's alternate Critical Wounds system
Corruption
Gaining Corruption
Dark Deals
Corrupting Influences
Disease and Infection
Symptoms
Psychology
Psychology at character creation
Psychology Tests
Psychology Traits
Frenzy
Insanity

CHAPTER 6: BETWEEN ADVENTURES

Events

Endeavours
General Endeavours
Crafting
Research
Training
Unusual Learning

CHAPTER 7: RELIGION AND BELIEF

Prayers
Blessings and Miracles
Advantage and Religion
Sin Points
Sin and the units die

Miracles
Miracles of Myrmidia
Blazing Sun AoE clarification
Miracles of Shallya
Balm to a Wounded Mind clarification
Miracles of Sigmar
Soulfire Target clarification
Twin-tailed Comet clarification
Miracles of Taal
Taal's Miracle Tooth and Claw and Melee Skill

CHAPTER 8: MAGIC

Magic Rules
Casting Test
Language (Magick) and speaking aloud
Magical Language Specialisations
Miscasts
Bleeding Conditions and Minor Miscasts
Magic Missiles
Advantage and Magic
Advantage for AoE Spells with Multiple Opponents
Channelling Test
Channelling Duration Clarification
Interruptions
Repelling the Winds
Shields and Repelling the Winds
Dispelling
Dispelling and speaking
Dispelling as an Interruption
Dispelling while Surprised
Failed Dispelling attempts
Fumbles while Dispelling
Spell Lists
Lore effect clarifications
Overcasting
Overcasting and AOE spells
Overcasting and Critical Wounds
Overcasting on the same Target
Petty Spells
Dart clarification
Arcane Spells
Aethyric Armour clarification
Aethyric Arms clarification
Bolt Spell clarification
Bolt Spell and the Celestial Lore effect
Breath Spell clarification
Entangle Clarifications
Colour Magic
The Lore of Beasts
Amber Talons clarifications
Beast Form clarifications
Flock of Doom and extra damage
The Lore of Fire
Purge clarification
Flaming Sword of Rhuin Damage Clarification
Great Fires of U’Zhul Target Clarification
The Lore of Heavens
Cerulean Shield and Critical Deflection
First and Second Portent of Amul Clarifications
Starcrossed Target Clarification
The Lore of Metal
Enchant Weapon and Forge of Chamon Qualities
Lore of Shadows
Lore of Shadows and whispering
Shroud of Invisibility and Casting while Invisible
Witch Magic
The Lores of Witchcraft and Hedgecraft
Dark Magic
Necromancy
Chaos Magic

CHAPTER 9: THE GAMEMASTER

General Advice
No Opposition

Travel
Travel Costs

CHAPTER 11: CONSUMER’S GUIDE

Money
The Cost of Living
Income from odd-jobs

Craftsmanship
Item Qualities
Practical
Practical Armour and the Winds of Magic

Encumbrance

Weapons
Weapon Qualities
Note: Weapon Qualities in combat
Adding Qualities to Weapons
Blast Quality clarifications
Damaging Quality Clarifications
Defensive Quality Clarification
Durable Quality
Impale clarification
Penetrating Quality clarifications
Repeater Quality and partial Reload
Shield clarifications
Two-handed Cavalry weapons used on foot
Weapon Flaws

Armour
Armour Damage
Critical Deflection
Armour Qualities
Boiled Leather over Leather and Flexible Armour

Miscellaneous Trappings
Errata
Torch

CHAPTER 12: BESTIARY

General Bestiary clarifications

The Monstrous Beasts of the Reikland


Hydra (errata)

Creature Traits
Armour
Animals and Low Initiative
Bite
Regeneration and old injuries
Skittish, Trained (War) and Mounted Combat
Size
Size and Outnumbering
Size and Qualities
Tough
Vomit
Vomit and free attacks
Weapon and Ranged Creature Traits
Weapon Damage
Weapon Qualities and Flaws

ROUGH DAYS, HARD NIGHTS


Appendix 1: Gnomes
Gnome Characters
Skills and Talents
Talents
Suffuse with Ulgu

ENEMY IN SHADOWS COMPANION

Errata
Sigmafoil missing rules

DEATH ON THE REIK COMPANION

Chapter 5: River Navigation


Riverboats of the Empire (Table, p.33)

THE HORNED RAT

Introduction
Skaven Troops

SULLASARA'S SPELLS OF UNRIVALLED UTILITY


The Lore of Light
Core rulebook clarifications
CHAPTER 2: CHARACTER

Species

Elves and balance


Q: Why do Elves have such high stats?
A: Resilience and Resolve are the balancing factors. If you play RAW, with Conditions, Elves
should be rather brittle. If you don't use Conditions often, they lose this vulnerability. This may
be more of a problem if you merge the metacurrency pools.
Skills and Talents

Native languages
Q: Do Elves, Dwarfs, etc automatically know their native tongues by default? Or do they need to
take advances in the corresponding Language skills?
A: In addition to Reikspiel, you are assumed to be fluent in your Species’ language, unless you
choose to take advances in it (in which case, it's a secondary language).
CHAPTER 3: CLASS AND CAREERS

Careers

Advancing Through Your Career


Q: Do you have to complete a Career Rank before you can advance to the next rank?
A: If you haven't completed your current Career Rank, you can only move to another tier 1
Career without GM approval. Advancing to the next level without completing your current Career
Rank requires GM fiat, as does moving to a higher tier in another Career. As always, moving up
a level or into a new Career without completing your current level costs +100xp.

Career Skills and Talents


For learning out-of-Career Talents, see Unusual Learning.

Q: Why do some Careers have Trappings, Skills and Talents you can't use until higher levels, or
why do they introduce Basic Skills that are then succeeded by more useful Advanced Skills in
the next level?
A: You often start to learn to use something before you are capable of actually taking advantage
of that learning. Earlier levels therefore set you up for later levels.
Q: Can you buy Talents from earlier levels in your Career? Can you purchase additional ranks of
a Talent you already have if it’s not in your current Career Rank? For example, if you buy the
Hardy talent in the first rank of a Career then move into the second Rank of that career, can you
then purchase it a second time?
A: RAW, no and no. But Andy suggests a house rule where you might be able to buy additional
levels in any Talent you have already taken at a lower Career tier. He also suggests you could
use an Endeavour to learn Talents you didn't take at a lower level of your Career. See also
Unusual Learning.
Status

Maintaining Status
See also Income from odd-jobs for confirmation on average day rates (Status x 3).
Q: How often do you need to spend the ‘cost of living’ expense? Every day or every week? And
do you need to pay during weeks where you take the Income endeavour?
A: Once per week. Money made from the Income Endeavour is after cost of living expenses,
too.

Careers

Slayer Career
Q: Can Slayers wear armour?
A: This is intentionally left vague. There's nothing mechanically stopping you but it's probably
frowned upon. Andy suggests that a Talent allowing Slayers to have skin as thick as Leather
Armour (and thus giving +1 AP) might be appropriate or a Talent that allows Slayers to spend
Resolve to ignore the effect of a Critical Wound may work instead.
Q: How should the Slayer Oath be handled? Does it have any mechanical weight?
A: Andy suggests you could make such a system like the one for Religion.
CHAPTER 4: SKILLS AND TALENTS

Skills

Art clarifications
For whether you can use the Crafting Endeavour to make a work of art, see Crafting Endeavour
(in short: Crafting is for the Trade Skill. RAW, Art only uses Dramatic and Extended Tests).

Channelling clarifications
Q: Can you learn more than one Channelling Skill, or is it limited like Arcane Lores?
A: You can learn more than one.
Q: Which Channelling specialisation should Witches and Hedge Wizards use?
A: They should have received Channelling (Magick) (this may have been a different
specialisation for Hedge Wizards, such as Channelling (Hedgecraft); Andy only specified what
his version was for Witches).
Heal Clarifications
Q: If Person A is bleeding, can Person B staunch some of the bleeding on Round 1, then
staunch again on Round 2, then staunch again on round 3, etc?
A: Yes.

Q: How often can you Heal in combat?


A: RAW, there's no limit. You might limit it to one Test during combat and one after combat for
each subject, and/or limit Wound recovery to TB Wounds.

Intimidate clarifications
Q: What Fear rating do you have if you successfully use Intimidate?
A: Fear 1.
Q: How does Intimidate work?
A: You and your primary target make an Opposed Intimidate/Cool Test. If you succeed on your
roll, you may intimidate up to SB+SL targets, regardless of if you win or lose the Opposed Test.
If you win the Opposed Test, all targets are intimidated. If you lose the Opposed Test but
succeeded on the roll (i.e., rolled below your modified Skill), however, your primary target is not
intimidated but everyone else is.
Q: Does that mean I can Intimidate a weak character with low Cool in order to make more
important NPCs flee?
A: No. The intent is that the secondary targets who also flee should be similar or subservient to
the primary target. E.g., you can target a lord and then also make his lackeys scatter. But you
can't scare a child as your primary target and then target a lord as a secondary target. (A good
rule of thumb might be to say that you can only affect anyone with equal or lower Cool than your
primary target.)
Lore clarifications

Lore (Apothecary) and Savant (Apothecary)


Q: Can we please get clarification re: Lore (Apothecary), which doesn't seem to exist, as well as
Savant (Apothecary) (which applies to a Lore that doesn't exist)?
A: Substitute for Lore (Medicine) or Lore (Herbs). There is a contradictory, though more recent,
dev ruling which implies characters should have Lore (Apothecary) but doesn't say which Skill
this should replace. As such, the first ruling seems to be more accurate.
Lore (Engineering) and Trade (Engineering)
Q: Since Trade (Engineering) specifically allows you to make lore checks with this skill alone,
why would you need Lore (Engineering)?
A: You may roll Trade (Engineering) with Intelligence to figure out general lore, but deeper
aspects of lore are reserved for Lore (Engineering).

Lore (Medicine)
Q: What is Lore (Medicine) about?
A: Lore (Medicine) is specifically about drugs, curatives, tinctures, draughts, e.g., actual
medicine.

Research
See also the Research Endeavour.
Talents

Arcane Lore
Q: The chart under the Arcane Lore talent establishes the cost of learning spells based on the
number of spells currently known. But Elves can take the talent multiple times — so does the
chart refer to spells known under the specific Arcane Lore, or all spells known across all Arcane
Lores?
A: Each time you take the talent, it is, in effect, a different Talent, and thus only refers to itself —
i.e., spells under that specific Arcane Lore.

Attractive
Q: Do you get the bonus SL from the 'Tests' entry of the Attractive talent (and similar talents) if
you choose to replace your SL with the result of the units die?
A: Yes.

Berserk Charge
Q: As written, Berserk Charge gives bonus SLs to 'Tests: Melee on a Round when you Charge'.
That seems to include Melee Tests to defend yourself that occur later in a Round, as long as
you have already charged. Is it intended to only apply to 'Melee on a Turn when you Charge'?
A: It's only on your Turn, not the whole Round.
Combat Master

Combat Master and Outnumbering (RAW)


Q: If you take Combat Master 3, do you count as 4 people when outnumbered? So if 2 people
gang up on you, you outnumber them 2 to 1? In other words, if you are fighting someone 1v1
Combat Master gives you no benefits? But if his friend Engages you as well, suddenly you
count as outnumbering them?
A: Yes. You count as four people for Outnumbering.

Combat Master and Outnumbering (RAI)


Q: Does this mean that you are manoeuvring your opponents to your advantage somehow?
A: Yes, but only because that's how the RAW turned out. The original intent was for Combat
Master to prevent you being Outnumbered only (i.e., it wasn't supposed to help you
single-handedly Outnumber others).
Concoct and Trade (Apothecary)
Q: Concoct seems like it should concern Trade (Apothecary) as it’s about making potions, not
knowing things?
A: It does concern Trade (Apothecary).

Deadeye Shot

Deadeye Shot and Critical Hits


Q: If I have Deadeye Shot as a talent, and I roll a Critical Hit (via rolling doubles on a successful
attack, for example), can I pick the hit location of the Crit, or do I have to ignore the Talent and
roll crit location as normal?
A: As it stands, technically, RAW only allows the Hit Location to be chosen if it is determined by
reversing the percentile roll. As this is not how Hit Locations for Criticals are determined, it does
not apply to Criticals.

Dirty Fighting

Stacking Dirty Fighting, Strike Mighty Blow and knuckledusters


Q: If I have knuckles, Strike Mighty Blow, and Dirty Fighting, I would get the +2 damage from the
two talents, AND +1 SL on Melee (Brawl) tests if I succeed?
A: In your example, you would deal your level of Strike Mighty Blow in extra damage with melee
weapons (+1), plus you may CHOOSE to deal your level of Dirty Fighting in extra damage with
any successful Melee (Brawling) hit (so potentially +1 if you succeed on the Test), plus the
'Tests' line of Dirty Fighting gives you +1SL per level of Dirty Fighting on successful Melee
(Brawling) Tests (so, +1SL if you succeed on the Test). So it’s +1 damage no matter what, and
potentially up to +3 if the Test was successful (and you don’t mind being seen as a dirty fighter!)
Dual Wielder

Declaring Dual Wielder


Q: Do you have to declare you are using Dual Wielder before making your first attack?
A: No, but you need to declare you are using it before you calculate the SLs on your first attack,
as you can only add bonus SLs from the Tests line if you attack with both weapons. This means
you're not forced to use DW if your first roll will be reversed to give a really bad result.
Dual Wielder and reversing the dice
Q: Why does Dual Wielder reverse the dice, rather than simply calling for a second d100 roll?
A: The version in the core rulebook was an earlier draft. It should have been more like Furious
Assault in the end. But as the existing version still works, it was left as is.
Dual Wielder and Advantage
Q: Dual Wielder specifies that you only gain advantage if both attacks hit, but it doesn't say it
modifies how much advantage you gain, so do you still gain 2 advantage for winning 2 opposed
tests?
A: No, you gain 1 Advantage total if both attacks hit.

Stacking Dual Wielder, Frenzy and Furious Assault


Q: If you have Dual Wielder, Frenzy and Furious Assault, how many attacks do you get in total?
A: Andy Law says four (Dual Wielder triggers off your Action only, not Free Actions such as free
attacks). TS Luikart says six (because Dual Wielder applies to your basic attack and your Free
Action attack from Frenzy).
Using DW with Knuckledusters
Q: Can you use Dual Wielder when using Knuckledusters, Unarmed and other Brawling
Weapons?
A: Yes, to all Brawling Weapons except Unarmed. The Skaven Eshin may have Talents that
cover Unarmed attacks (Art of Silent Death, Vicious Fist, etc).

Etiquette

Etiquette scope
Q: Does Etiquette (Cultists) apply to any and all dedicated followers/clergy of the main religions,
like Vereneans, Sigmarites, etc?
A: Yes

Etiquette and specialisations


Q: Does Etiquette (Guilder) also apply to all Guilds, or do you need to take a specialisation (e.g.,
Etiquette (Rat Catchers)?
A: It applies equally to all Guilds. You don't need to select a specialisation.
Fast Shot

Fast Shot, Initiative Order and Actions


Q: How exactly does Fast Shot interact with the normal Initiative Order?
A: You can act whenever you like to make your shot, including interrupting others. In this case,
‘before anyone else reacts’ means no one can stop you interrupting them.

Using your Action from next Turn


Q: Can Fast Shot use your next Action even if you've already acted this Turn?
A: Yes. If you have high Initiative, it effectively means you can act twice in a Round by forsaking
your Action and Move on the next Round. If you keep using Fast Shot on subsequent Rounds,
you can keep bringing forward your Action and Move from the next Round.
Feint
Q: When using Feint, if you score a Critical on the first roll, does it still apply (as you aren't
causing Damage)?
A: Yes, it applies as usual.
Q: Why is Feint restricted to Melee (Fencing)?
A: It shouldn't be. Later supplements were to add additional Feint types for other schools of
fighting. As a quick fix, let players buy Feint as a new Talent for each Melee Skill specialisation
(e.g., Feint (Brawling), Feint (Parry), etc). Or use the fixed version below
Feint errata
Q: How would you fix Feint?
A: New Talent below:

FEINT (Specialisation)
Max: WSB
Tests: Melee (Specialisation) to Feint
You can make a Feint for your Action. This is resolved with an Opposed Melee
(Specialisation)/Intuition Test against one of your opponents. If you win, your opponent gains
a Surprised Condition that is not removed at the end of this Round. You may not attempt more
than one Feint per opponent per encounter. Each Melee Specialisation taken with Feint
(Specialisation), counts as a separate Talent — for example: Feint (Basic), Feint (Fencing), and
so on.
Field Dressing
Q: Does this Talent only apply to staunching bleeding, or can you also reverse your dice on a
Heal Test provided you used bandages?
A: The latter.

Furious Assault

Furious Assault and Advantage


Q: Can multiple Advantage be gained when using Furious Assault to make extra attacks?
A: Yes, but it can also cost you an Advantage to activate.

Gunner

Gunner and ‘blackpowder weapons’


Q: Is the Gunner Talent intended to work with Engineering weapons as well as Blackpowder
weapons?
A: It works with all handheld weapons using blackpower, which includes some (or even most) of
those in the Engineering and all those in the Blackpowder groups. The description should have
referred to 'blackpowder' weapons with lowercase.
Implacable

Implacable and Bleeding


Q: With the Implacable Talent, does the first level ignore two wounds from Bleeding? The last
sentence of the Talent seems like it should be 'each additional level in this Talent…'?
A:

Linguistics
Q: Does the Tests line of the Linguistics Talent apply to Language (Magick), or does it, like the
rest of the Talent, exclude magic?
A: No. It does not work with Language (Magick) in any way.

Magic Resistance

Magic Resistance and Religion


Q: How does Magic Resistance work if the character with this Talent is not the primary target
(e.g., if they are targeted by an Overcast or an Area of Effect spell)? Are the total SLs rolled
reduced versus all targets in such an instance, or only the SLs versus the target with Magic
Resistance?
A: If any target has Magic Resistance, the caster's SLs are reduced versus all targets, because
Magic Resistance affects the initial Language (Magick) Test.

Q: If I have +8SLs on Bolt (CN 4), I can pick two extra targets as my Overcasts. But what would
happen if one of those extra targets had Magic Resistance?
A: On attempting to target the character with Magic Resistance, you would immediately lose 2
SLs from your total, thereby also losing one of your Overcasts and reducing any Damage
inflicted (as well as other effects that depend on SLs). In other words: don't select Dwarfs as
secondary targets!

Q: Does the Magic Resistance talent affect Blessings & Miracles?


A: No, except that taking Magic Resistance means you can never take Blessings or Miracles.
Despite what some Elven Wizards might claim, prayers are the direct manifestations of a God’s
power through their servant.

Noble Blood
Q: If you have the Noble Blood Talent and are interacting with someone without the Talent, what
Status should you have?
A: The Status granted by your current Career.
Q: If you have the Noble Blood Talent and gain Gold Status without ever taking the Noble
Career, would you be considered a true Noble?
A: No. The Noble Blood Talent is all you need to be a noble.
Petty Magic
Q: If you increase your WPB, do you get extra Petty Spells for free? E.g., if you have WP 39
(WPB 3) and raise your stat to WP 40 (WPB 4), would you get a free spell?
A: No, but your GM might let you, if they feel it's appropriate.
Reaction Strike

Reaction Strike Tests line


Q: Why does the Reaction Strike 'Tests:' line benefit Initiative Tests, when those are Simple
Tests (and therefore don't benefit from increased SLs)?
A: It should say 'Melee Tests' instead.
Roughrider

Roughrider and unusual actions


Q: Roughrider allows you to 'make an Action as well as a Move' without a Ride test. Would
charging on a riding horse with the Roughrider Talent require a Ride Test, since charging is
considered an 'unusual action' in the Ride skill?
A: Yes but this doesn't use up your Action (see follow up questions for more details).

Q: What is the benefit of the Roughrider Talent?


A: Ordinarily, the Action and Move taken on horseback are both yours (even if you use the
mount's Movement rating). Roughrider allows the mount to take its own Action in addition to
yours. In the example above, if you charge (using your Action+Move), this would still allow the
mount to take its own Action.
Q: If using Roughrider, does the Ride Test for charging also use up your Action (meaning only
the mount can attack at the end of the Move)?
A: It doesn't use up your Action, so both you and the mount can attack (or you can attack and it
can take another relevant Action).
Q: What Difficulty is the Ride Test used with Roughrider for unusual actions?
A: It is modified by the animal's temperament. If attempting to charge a Draught Horse into
battle this might be a Hard (-20) Ride Test; if charging with a Warhorse, this might be Easy
(+40).
Seasoned Traveller
Q: How does Seasoned Traveller work? It's a tad confusing as written.
A: A revised version of the Talent follows:

Surgery Talent

Wounds inflicted by Surgery


Q: Are the Wounds inflicted by Surgery soaked by TB?
A: No.
Witch! Talent

Witch! and Arcane Lore spells


Q: Question about talent 'Witch!'. You can take any arcane lore spell. Can you take a spell from
any colour list? And if you cast a colour spell, do you suffer a –1 SL penalty if you are dressed
inappropriately for the Wind of Magic?
A: The spell gained via the second paragraph of the Witch! Talent actually becomes part of
whatever Arcane Lore you currently possess when you manifest and memorize it, meaning it
uses all rules for that Lore (and not its original one).
Update: Contradicting the original ruling a little, we now have confirmation that spells which
become part of the Witchcraft are still illegal but spells which become a part of a Colour Lore
you have a licence for are technically legal — though they may not be recognised as such by
jealous or sceptical rivals.
Q: The Talent errata says you may 'immediately cast' any spell. Does that mean casting is
automatic?
A: No. You learn the spell for free but still have to roll.
Witch! spells and Lore effects
Q: Does that mean spells learned by Witch! also gain the Lore effect of your own Arcane Lore
instead of the effect from their original Lore?
A: Yes. Healing spells used with Aqshy can cause the optional Ablaze Conditions as a Lore
effect if you want them to (though you probably wouldn't). Such spells also look like they belong
to your main Lore, so Shadowsteed would appear like a stallion of fire instead.
Q. How would Witch! work for anyone that doesn't have an Arcane Lore? Be it because they
haven't picked one yet, or because of getting the talent via Mutation? Would the base rules
answer be any different to the errata one?
A: RAW? It isn't covered. You could simply count it as an Arcane Lore (Witchery) spell, and
you're off for when you learn that Lore for real (assuming you ever do).

If gaining the Talent as a Mutation, it may be best to randomise the Lore you can learn, because
it's Chaos, and allow for the related Channelling Skill to be learned to ensure the spell can be
cast in future.
Q: How would you handle a Dwarf getting the Witch result from the Mental Mutations table in
EiS Companion?
A: Dwarfs and magic don't mix well, so you may need to add a general Dwarf-facing rule to
reflect that. (Or you could re-roll…)
CHAPTER 5: RULES

Simple Tests

Automatic Successes
Q1: 01-05 (during both a Dramatic and an Opposed Test) is an automatic success, not a
Critical/Critical Success, correct? And 96-98 is an automatic failure, not a Critical
Failure/Fumble, right (obviously 99 and 00 are Fumbles because they're doubles and automatic
failures)?
A: Yes.

Tests and Actions


Q: Do Actions have to be Tests? Can you take Tests without using an Action?
A: No and yes.
Dramatic Tests

Failed Tests and adding SLs


Q: Can adding SLs to a test (such as from the Defensive or Practical quality, or via the use of a
Fortune Point) turn a failed test into a successful test?
A: No, but… In game terms, a successful Test is one that rolls equal to or below your modified
Skill. If you rolled over your Skill, it counts as a failed Test. Adding SLs to the result won't
change that, and this also means you don't apply bonus SLs from Talents. But you may score
positive SLs in the end, even if you didn't succeed on the Test.
Q: What is the difference between a failed Test with negative SLs and a failed Test with positive
SLs?
A: The first is a failure in all senses, meaning you cannot add Talent bonuses and you fail the
task at hand too. The second is only a failure when it pertains to bonuses reliant on succeeding
on your Test (such as from Talents). You still get the benefits of your positive SLs and may,
therefore, complete the task at hand or win an Opposed Test. Also see the answer directly
above.
Fast SLs clarifications
Q: What is the main benefit of Fast SLs?
A: It helps prevent the Advantage spiral that may occur with standard SLs. It also keeps SLs
more balanced.
Q: What is the main benefit of normal SLs over Fast SLs?
A: It gives more heroic results. Fast SLs lead to more dangerous combats, generally.

Q: Is it true that much of the rules were developed to work with Fast SLs?
A: Yes, even though this is only presented as an optional rule in the core rulebook.
Q: The optional rule for Tests over 100 breaks some of the maths with Fast SLs. Are the two
intended to work together?
A: Not as written. There was an earlier version of this optional rule where the bonus SLs are
only added for unmodified stats over 100. The example provided in the rulebook actually works
with this method rather than the one described there.

Q: Doesn't FastSL substantially privilege Talents (giving straight SL bonuses) over


circumstantial bonuses (like Outnumbering) and thus actually make experienced 'heroic'
characters more powerful?
A: To a degree, yes. This is as intended and designed, so you can build your Gotreks, Teclises,
and Nagashes.

Q: Does Fast SLs make it harder or easier to balance encounters?


A: They're about the same. However, you should carefully consider which Talents you give your
NPCs, as these have greater impact with Fast SLs. That said, balance isn't such an issue in
WFRP because of Fate and the general tone of the game. Andy outlines making NPCs here:
https://lawhammer.blogspot.com/2020/02/lets-build-some-wfrp-orcs.html
Difficulty

Modifiers and Advantage caps


Q: Is there a cap for modifiers? Is Advantage included in this maximum?
A: Advantage is separate.

Standard Difficulty
Q: What should be the standard difficulty of Tests, assuming a character is not under duress or
time constraints? +0 or +20?
A: +20. Stressful situations, such as combat, use +0.
Opposed Tests

Opposed Tests and adjudicating ties


Q: In an Opposed Test, does a successful roll with +0 SLs win over a failed roll with -0 SLs? Or
is it considered a tie off SLs (both got 0 SLs) and resolved by comparing highest
Skill/Characteristics?
A: +0 SL vs. -0 SL in an Opposed Test is a tie, with the winner determined the same way all
Opposed ties are (by whomever has the highest Tested Skill/Characteristic).

Q: When resolving ties in Opposed Tests, how is ‘highest Tested Skill or Characteristic’ defined?
Does it include any and all situational modifiers, such as those gained from Advantage,
Conditions, etc?
A: You compare the base number of the Skill/Characteristic that each participant Tested, without
modifiers from Advantage, Conditions, situational modifiers, etc.

Q: You MUST succeed on your Test in an Opposed Test in order for a result of doubles to count
as a Crit, correct? I.e. If you fail your Test, a double is always a Fumble, regardless of who wins
the Opposed Test? And if you succeed on your Test, a double is always a Critical, regardless of
who wins the Opposed Test?

Extended Tests

Failures on Extended Tests house rule


Q: Is it a good idea to put a floor on Extended Tests, so a fail never deducts successes?
A: Yes.

Combat

Initiative Order

Initiative and Weapon Qualities (Fast/Slow) clarifications


Q: Do the Fast and Slow Qualities separate your Action from your Move (i.e., you use your
Action to attack in the order determined by Fast or Slow, but your Move stays on your normal
initiative turn)?
A: Andy Law and the current devs offer slightly different answers here. The current devs say
yes and Andy says no (sort of). For sanity's sake, you might consider ignoring both answers and
just take the Action and Move together, in the order determined by Fast or Slow. For an official
answer, see below:

Option 1 (current devs): You attack on your modified Initiative turn but must Move on your
standard Initiative. This may affect weapons with, for example, the Tiring and Impact Qualities.

Option 2 (Andy Law): Only the attack resolution occurs after everyone else, and your Move
and Action are declared and initiated on your turn as normal. This means that you may Engage
your opponent on your turn, even though you don't roll for the attack itself until after everyone
else. This is an important distinction. It allows you to Charge or move to attack without easy
interruption (and therefore take advantage of weapons with the Impact Quality and the Tiring
and Slow Flaws) because it means that your opponent must Disengage if they want to move out
of the way before your strike lands. You're less likely to waste your Action as a result.
Q: What happens if multiple characters have weapons with the Slow Flaw?
A: Use the same rule as with the Fast Quality: 'Two opponents with Slow weapons fight in
Initiative order (relative to each other) at the end of the Round.'
Taking Your Turn

New Action: Hold


During your turn, you may choose to hold your action. If you do so, you may Move as normal,
but may not take an Action this Round. Instead, you may state what you intend to do when a
certain condition is met. So, for example, you may state that you intend to fire your Crossbow at
the first Cultist to walk into the room, use your Intimidate Skill on the next bandit to move, or that
you intend to cast the Light spell as soon as the room is plunged into darkness. When using this
action, you effectively interrupt your opponent's turn, and your Action is resolved before any
other. If there is a conflict between several hold actions, resolve them in the usual initiative
order. Due to the quick and hurried nature of your Action, any Skill Tests are made at a -10
penalty.

Ranged Combat

Failed Ranged attacks and Opposed Tests


Q: If you roll -1SLs on a Ranged attack, but the defender rolls -2SLs, do you still hit?
A: No. As per the rulebook, Ranged attacks are unique in that the attack must be successful
first. A poor Dodge roll won't make a failed Ranged Test hit. A successful defence may further
reduce the outcome to a potential miss, and the net SLs are used to calculate damage.

Note that the intent was for this also to apply to Dispelling, so that you can't make a failed
Casting Test hit by rolling worse than your attacker to defend. This didn't make it into the RAW,
however. See Dispelling for more information.
Update: In addition, Andy Law has clarified that he had initially intended that failed Dodge or
Melee Tests (if using a shield) wouldn't increase the damage done by a Ranged attack either.
Q: If you fail to hit with a Ranged attack or magic missile, does this count as opposed, making
you lose all your Advantage?
A: No. But if you didn't gain any Advantage that turn, you lose 1 Advantage from your total, as
usual.
Opposing Ranged attacks at Point Blank with Melee
Q: When attacked at Point Blank Range, can you use Melee Skills to oppose the attack even if
you do not have a shield? The text on p. 160 states 'Ranged attacks cannot be opposed with
Melee Skills unless you have a large enough shield, or if they are at Point Blank range…'
A: No. In this instance, use of Melee Skills requires a shield (i.e., you are blocking the ranged
attack with your shield). You cannot parry bullets or arrows with a sword, for example. You may
use Dodge, however.
Q: Why can you only dodge Ranged attacks at point blank range?
A: Because it was fast and is likely accurate. It also adds balance. There would have been a
special Talent for Elves to dodge projectiles at greater range further down the line.
Point Blank
Q: Why is Point Blank calculated as a percentage?
A: This was based on an early version of the rules. Andy was going to replace it with a fixed
distance in all cases, but the book was signed off before he could.
Q: What would fixed Point Blank Range have been?
A: 4 yards.
Ranged attacks and No Opposition
Q: If you refuse to oppose a Ranged attack when you can (either with a shield or using Dodge if
at point blank), do you count as Helpless under the No Opposition rule?
A: No. No Opposition is a suggested tool for GMs when players don't want to engage in
Opposed Melee Tests. It doesn't usually apply to Ranged attacks at all (see the description of
Helpless Targets on p.162). This is a contradiction to earlier rules clarifications but means
having a shield or knowing Dodge gives you a choice to defend or not. In the case of Melee, No
Opposition can apply, but is only a suggestion, not a hard rule.
Using Ranged weapons while unskilled
Q: If using a Ranged weapon unskilled, do you still take advantage of the Ammunition Qualities
(as distinct from Weapon Qualities)?
A: Yes. Ammunition Qualities are separate from Weapon Qualities and do not require training.
Q: What happens when a shield crits in defense against a ranged attack? What about with long
reach weapons like the pike?
A: Shields do nothing as not in Melee. Weapons with long reach crit as normal.
Q: Can you oppose a Blast Weapon attack if you aren't the primary target (i.e., if you are next to
them but still within the blast's range)?
A: Not usually, no. It's usually an automatic hit. Only the primary target may oppose it, if that
would usually be possible. However, the GM may allow secondary targets to use a Shield if they
can see the attack coming in rare circumstances. Additionally, you may choose to re-roll the Hit
Location for each additional target, if you want to.

Combat Difficulty

Pistols, Engaged and Close Combat


Q: When attacking with a weapon that has the Pistol quality while Engaged, do you benefit from
the ranged combat modifiers (i.e. +40 for Point Blank)?
A: No, because it counts as a close combat attack rather than a Ranged attack.
Q: How is Close Combat defined in regards to the Pistol Quality? Is it the same thing as melee?
A: Yes. From Andy Leask:
Q: If you oppose a Ranged attack when your opponent is beyond Point Blank and wasn't
Engaged with you before shooting, do you count as Engaged afterwards?
A: If you Dodge, you are not Engaged. If you use Melee to oppose the Test, then arguably you
make yourself Engaged in doing so (as opposed to simply jumping out of the way).

Special cases

Helpless clarification
Q: Can you refuse to oppose an attack to avoid adding to your opponent's SLs?
A: Yes, but you become Helpless. This means you are subject to the I Will Not Fail rule, so your
attacker essentially gets a free crit (they can choose 11, for example).
Size Modifiers Clarifications
Q: When you shoot at larger targets (like a Human with a Crossbow shoots at an Ogre) do you
get the +10 from attacking a larger target and the +20 for shooting at a Size (Large) target, or do
you only get one or the other?
A: You get both. The modifiers in the Combat Difficulty table are absolute; the +10 bonus from
the Size rules is relative, based on difference. So two Ogres shooting at each other each get
+20, but a Human shooting at them gets +30.
Additional clarification: The +10 modifier was originally supposed to be for Melee only, but
this distinction was removed during editing.
Q: The screen implies the bonus only applies to attackers smaller than Average attacking larger
foes, rather than anyone smaller attacking anyone bigger. Is that the case?
A: RAI, the +10 was always supposed to be relatjve rather than absolute.
Mounted Combat
See also the Roughrider Talent.

Q: Can you use a Ride Test to force a mount to take an Action, as is suggested by the wording
of the Roughrider Talent?
A: RAW: no. RAI: yes, but it probably uses your Action.
Damage

Minimum Damage Clarifications


Q: On pg 159, is there any official statement on whether the following statement means that
someone who gets hit always takes 1 damage even if their TB+AP is greater than the amount
of damage taken? 'If this is a 1 or less, your opponent has shrugged off the worst of the attack
and only loses 1 Wound.' The summary's formula below that paragraph makes it seem like that
wouldn't be the case.
A: A successful attack always does a minimum of one Wound after soak, unless the attack had
Undamaging.
Q: Does the ‘minimum 1 damage’ rule apply to Falling, Magic Missiles, Ablaze Conditions, etc?
A: Yes for combat damage (including Magic Missiles), yes for Ablaze, but no for everything else.

Moving

Moving During Combat

Difficult Terrain
Q: What were the original rules for difficult/arduous terrain? The existing rules seem very lacking
(i.e., they appear only as modifiers in the Combat Difficulty Table on p.161).
A: Originally, difficult terrain would have reduced your Movement.
Running (AKA ‘Sprinting’)
Q: Is a character able to use the Run action to consume movement followed by an attack, or
does run automatically count as a sprint?
A: Run is not an Action, but a distance you may use using your Move. Sprinting is an Action that
allows you to move further.

Q: Is it possible to break your Move up to take an action (e.g., run, attack, keep running)?
A: Not RAW, but the developers suggest you can house rule this. If you allow it, another player
should be able to sacrifice the rest of their turn to get in a quick attack at the drive-by assailant.
UPDATE: See the suggested Hold Action below (this will probably become official soon).

Q: What happens if a character falls to 0 Strength, such as from Critical Wounds?


A: They are prone and cannot move, essentially. They are not dead, however.
Conditions
See also the Entangle spell under Magic.

Q: If you have more than one Bleeding Condition, do you lose more than one Wound every
Round?
A: Yes

Q: Does the penalty from the Entangled Condition apply to Melee Tests?
A: Yes.
Q: When do you test to resist a Poisoned Condition, when exposed to the poison and again at
the end of the Round, or just at the end of the Round? And does the Test to resist the poison at
the end of a Round before or after other effects, such as Wound gain?
A: When poisoned and then again at the end of every Round. The end of Round Test is made
after any other effects (Wounds, etc) are applied.

Q: When does the Surprised Condition resolve? After the first time you are attacked (even if
unsuccessfully) or at the end of the Round?
A: The latter. You are Surprised for one Round.
Fate & Resilience

Fate and Fortune


Q: How many Fortune Points can you spend per Test? I assume you can use each 'option'
once? i.e. you can reroll a failed Test, then you can add +1SL to a Test, but you can't use X
Fortune Points to add +XSLs, right?
A: Conflicting answers. Go with your gut.
Q: Can you spend Fortune to reroll a successful Test in order to increase your SLs?
A: No. But you can use a Dark Deal.
Q: If you use 'I Will Not Fail', you just get 1 SL since you don't roll, but do you add the SL based
on the number you pick?
A: You can pick a number that gives the most favourable result, with a minimum of +1 SL. (11
will give the best result if using standard SLs. Using Fast SLs, the highest double under your
Skill will.)
Q: Can the GM spend Fortune if making a secret roll on behalf of the player?
A: The GM should give the player the opportunity to spend the Fortune without telling them what
the roll is for (just that they have failed it).

Resilience and Resolve


Q: When spending Resolve to ignore the effects of Psychology, do you still make the Cool Tests
for Fear and Terror for the duration (i.e., to determine whether Fear and Terror apply once the
Resolve point has worn off)?
A: No. Spending Resolve overcomes that need. You should get two full Turns without needing to
make any Psychology Tests. You will then resume Psychology Tests as normal. See Psychology
clarifications for more information.
Q: Can you resolve any Condition with a Resolve Point (even Blinded or Bleeding)?
A: Yes. But if the cause of the Condition is not itself resolved (e.g., you're still in complete
darkness), the Conditions may come back next turn.
Injury

Wounds, Critical Wounds and Death


Q: Does the -20 modifier to Critical Table results only come into play once you’re out of
Wounds?
A: Yes.

Q: When is a Critical Wound considered to have been ‘removed’? Do Critical Wounds like
cosmetic scars need to be treated with the Heal skill in order to be considered removed?
A: When the effect attached to it is removed or resolved.
Q: The wound damage for a 100 is listed as 'Death'. Since you ignore all effects but the extra
Wounds when you use Critical Deflection, does this mean can't deflect a roll of 100 on a critical
table?
A: No. 'Death' counts as an effect, even though it's in the Extra Wounds column. You simply
take no extra Wounds if you deflect Death.

Andy's alternate Critical Wounds system


Q: Andy previously hinted there was an alternate Critical Wounds system. What was it?
A: Very briefly, the tens digit of the Critical Hit would have determined the Critical Wound taken.
So a a roll of 22 would trigger a +2 Critical Wound. You then reroll the d100 and add the SLs to
the total Wounds taken (this replaces the 'Wounds' column), reversing this result to get the Hit
Location. If you went below zero Wounds, this would also increase the severity of the Critical
Wound taken (up to a maximum of +15 Wounds). This would have worked with the Fast SLs
system.
Q: How would Critical Deflection have worked with this system?
A: There would have been no Critical Deflection.
Q: Does Andy use any house rules for Critical Deflection when playing RAW?
A: No, but the optional rules for Quick Armour on page 301 streamline things for NPCs.
Corruption

Gaining Corruption

Dark Deals
Q: Is there a limit to how many Dark Deals you can take on a single roll?
A: No. But the GM might have weird things happen nearby (see 'Encroaching Darkness'
(p.182)).
Corrupting Influences
Q: What counts as a Mutant for the purposes of Corrupting Influences?
A: A Mutant is an overtly mutated NPC who can no longer function in society (a la the Bestiary
statblock) rather than a character with only minor mutations.
Q: If you fail a Test to resist a Moderate Corrupting Influence (i.e., roll over your Skill), you
normally get +2 Corruption. If you score a Partial Success (i.e., +0 to +1 SLs), you gain +1
Corruption. If you fail the Test with -0 SLs (rolling 54 against a Skill of 53, say), and then spend
1 Fortune to get +1 SL, do you gain +3 Corruption (+2 from the failed Test and +1 from the
Partial Success)?
A: No. Spending Fortune reduces the Corruption taken by 1 point, since it means you now have
a Partial Success. You do not also take an additional +2 Corruption, even though you failed the
Test.

Q: Does Mental Corruption replace the old Insanity rules?


A: No, it replaces 1e's Disability rules. There currently are no Insanity rules (although Andy Law
did draft them, they were never commissioned).
Disease and Infection

Symptoms
Q: Wounded says 'Every day, take an Easy (+20) Endurance Test or gain a Festering Wound if
you do not already have one'. Does this mean it's an Easy (+40) or an Average (+20) check?
A: It should be Average (+20).
Psychology
See also Metacurrency Clarifications

Psychology at character creation


Q: Previously, the devs suggested you could buy extra Psychologies at character creation (in
addition to the optional ones listed in the Bestiary). How would that work?
A: As for the rules that were cut: loosely, page 311 shows you what Psychologies all the PC
species started with as an option. In addition, you can take the following:
Humans: Choose up to 2 more Prejudices for +20 XP each. You can also take a single Hatred
or Animosity to support your background, but gain no XP for this.
Dwarfs: Choose up to 3 more Prejudices for +10 XP each. And 1 *Hatred *for 10 XP. Animosity
(Elves) is an optional free extra (but only if there are no Elves in the party). Can take 1 extra
*Hatred *to support your background, but gain no XP for this.
Elves: Choose extra Prejudices (no limit - sniffy Elves) and another Animosity, all to support
your background, but gain no XP.
Halflings: Cannot choose Prejudices, Animosities, or Hatreds at all at chargen. You can add
Love, Camaraderie, or similar Custom Psychologies, but gain no XP for this.
You should be careful not to create tensions within the party (e.g., a Dwarf who hates Elves in a
party with Elves is a bad idea).
Psychology Tests
Q: When and how often do you Test for Fear and other types of Psychology?
A: The rules here appear to have been garbled in editing. The RAI below make for a much less
burdensome approach.

RAW: At the start of each turn, you must Test against each source of Fear individually. If a
Creature arrives mid-Round, however, you also Test at the end of the Round. If you fail the Test,
you are subject to Fear (or Hatred, Animosity, etc). You can spend Resolve to ignore all
Psychology, including Fear, until the end of the next Round; this gives you two full Turns without
Testing.

RAI: Make a single Psychology Test when you encounter one or more sources of Fear at the
start of your Turn. Success enables you to ignore all present sources of Fear with a Rating
equal to or lower than your SLs for the remainder of the scene. (The Test is always on your Turn
and not at the start of the Round. You only Test once for all sources of Fear.)

If you didn't roll enough SLs, you are subject to Fear from all sources with a Rating higher than
your SLs. You can spend Resolve to ignore Fear until the end of the next Round, which means
you go two full Turns without Testing.
Q: Does each roll for ongoing Psychology Tests add to the subsequent ones? I.e., if you roll +2
SLs versus Fear (3), do you only need +1 SL on the next Test?
A: Yes. It's an Extended Test, so the SLs are cumulative. They also hold for the whole scene.
Psychology Traits
Q: If you are Immune to Psychology, can you opt to keep one or more Psychology Traits active?
E.g., if you Frenzy, which makes you Immune to Psychology, can you choose to keep your
Hatred, so you can benefit from it when attacking that particular event?
A: RAW: no. RAI: yes. Immunity to Psychology makes all Psychology effects optional. You can
choose to retain Hatred, Love, etc, if you want to.
Frenzy
Q: When you gain +1SB due to Frenzy, do your Wounds also increase?
A: Yes. In fact, anything else based on SB will also increase. This is RAW, not RAI, however.
The RAI was that your Wounds are based on your unmodified Characteristic Bonuses.
Insanity
Q: Why is there no system for Insanity in 4e?
A: Andy was never asked to write them (although he did develop some). Mental Corruption
replaces the 1e Disability rules instead; it should not be considered a replacement system for
mental health. See also Corruption.
CHAPTER 6: BETWEEN ADVENTURES

Events

Endeavours

General Endeavours
Q: Can you use Fortune or Resilience on failed Endeavour Tests? What about Dark Deals?
A: Yes and yes. Just ensure you describe what that means narratively (e.g., taking a bribe on an
Income Endeavour).

Crafting
Q: Can you use the Crafting Endeavour to make a work of art?
A: Not without GM permission. RAW, it's for the Trade Skill. Art should therefore usually be a
Dramatic or Extended Test.
Research
Q: What is the use of the Research Skill if the Research Endeavour relies on Lore?
A: There were going to be more involved Research rules which would've been handled in much
the same way as the Rumours on p.15 of Death on the Reik.
Training
Q: The costs for the Training Endeavour are unclear. Is the +1d10 cost added per advance, or
for all advances you want to learn?
A: The cost is for all advances you wish to purchase at once. So if you want to buy the first five
advances in a Basic Skill, the cost would be 50+1d10 (rather than 50+5d10). An Advanced Skill
costs twice as much, and so the same example would cost 100+2d10.
Unusual Learning
See also Career Skills and Talents.

Q: Can you spend Fortune on Unusual Learning Tests?


A: Yes, if you have any left from your last game, but Fortune doesn't regenerate until the start of
the next session.

Q: Can you use the Unusual Learning Endeavour to learn Skills and Talents from higher up in
the same Career?
A: RAW: no, but your GM may allow it.
CHAPTER 7: RELIGION AND BELIEF

Prayers

Blessings and Miracles

Advantage and Religion


Q: Does Advantage apply to prayers/blessings?
A: Only on prayers/blessings that cause damage.

Sin Points

Sin and the units die


Q: How do you handle a Sin value of 0 and a roll of 0 on the units die when making a Pray
Test/Wrath of the Gods?
A: A 0 is always considered a 10 on the units die. See Damaging Quality Clarifications for dev
comment.
Miracles

Miracles of Myrmidia

Blazing Sun AoE clarification


Q: What is the ‘Area of Effect’ of the Blazing Sun miracle?
A: Any non-Myrmidians looking in your direction (i.e. Line of Sight).

Miracles of Shallya

Balm to a Wounded Mind clarification


Q: Does Balm to a Wounded Mind require a Melee (Brawling) Test to activate?
A: Yes. But if used to put an opponent to sleep so that they may be slaughtered afterwards,
Shallya may refuse to grant the Miracle (as it's against the spirit of her faith).
Miracles of Sigmar

Soulfire Target clarification


Q: The Soulfire miracle Sigmar provides hits friend and foe alike, right? Or does ‘all targets
within range’ mean that you can pick and choose what’s affected, since the Twin-Tailed Comet
miracle specifies everything within its range gets hit?
A: All targets. Even your mates.

Twin-tailed Comet clarification


Q: Does Twin-tailed Comet affect a location or a target? The write up says location but then
adds 'may only target those Sigmar would consider an enemy'. Should the word 'target' be
replaced with 'affects'?
A: It affects a location, so yes, it should be 'affects' instead of 'targets'.

Miracles of Taal

Taal's Miracle Tooth and Claw and Melee Skill


Q: When using Taal’s miracle Tooth and Claw, what skill do you use to hit?
A: Weapon (Brawling)
CHAPTER 8: MAGIC

Magic Rules

Casting Test

Language (Magick) and speaking aloud


Q: Must Language (Magick) be spoken aloud? Can you mouth the words?
A: You must speak them aloud, though you can whisper them at a penalty (see the next
question). If you have the Lore of Shadows, you can mutter or whisper them without penalty, but
you are not silent. See Lore of Shadows and Whispering.

Q: Can you whisper Casting Tests with a penalty?


A: Yes.
Magical Language Specialisations
Q: Is there a Language (Anoqeyån) or (Dark Tongue) specialization?
A: No. Just Language (Magick).
Miscasts

Bleeding Conditions and Minor Miscasts


Q: The ‘1d10 Bleeding Conditions’ result on the Minor Miscast chart seems potentially quite
lethal compared to the other entries?
A: It's a typo. It should be +1 Bleeding Condition.

Magic Missiles
See also Ranged attacks and Opposed Tests for Advantage loss for failed magic missile attacks
(i.e., you only lose 1 Advantage if you didn't gain any that turn; you don't lose all Advantage from
a failed Casting roll).

Q: Can a Shield with a Rating of 2+ be used against magic missiles?


A: No, because the Shield Quality only kicks in if you actively use the Shield to oppose an attack
(neither of which you can do with a magic missile). But the GM might allow it if the Character
was hiding behind a Shield and then got zapped.
Q: Why can't you dodge magic missiles?
A: This was going to be expanded upon in a later book.

Advantage and Magic


Advantage for AoE Spells with Multiple Opponents
Q: Do AOE spells that damage multiple opponents provide you with 1 Advantage per opponent
damaged?
A: No. Only +1 Advantage total.

Channelling Test

Channelling Duration Clarification


Q: When are you considered to be done Channelling, when you’ve reached the SLs of the spell
CN or once you’ve succeeded/failed the subsequent Language (Magick) Test? For example,
say you are Channelling a spell with a CN of 3. You score 3SLs on your Channelling test,
allowing you to attempt to cast it with a Language (Magick) Test using your Action on your next
Turn. What happens if you suffer an interruption (like say, taking damage) before your next
Turn?
A: You are considered to be Channelling until you successfully cast the spell (i.e., pass the
Language (Magick) Test).

Interruptions
Q: Does defending yourself in melee count as an interruption for the purposes of Extended
Channelling Tests?
A: Yes.

Repelling the Winds

Shields and Repelling the Winds


Q: Do shields impart penalties on Casting and Channelling Tests as per the 'Repelling the
Winds' rules on p. 237?
A: No.

Dispelling

Dispelling and speaking


Q: Do you need to be able to speak in order to dispel?
A: Yes.
Dispelling as an Interruption
Q: Does Dispelling count as an interruption for the purposes of Extended Channelling Tests?
A: Probably yes.

Dispelling while Surprised


Q: Can a caster with the Surprised Condition dispel a spell?
A: Common sense says no, but a GM could allow a character with the Second Sight talent a
Perception Test in order to be able to.

Failed Dispelling attempts


Q: Does a failed Dispelling attempt make a spell stronger (e.g., if you roll -3SLs and the caster
roll +1SL, do they succeed with +4SLs)? Can it also make a failed Language (Magick) Test
succeed (e.g., if you roll -3SLs but the caster rolled -1SLs, do they succeed with +2SLs)?
A: There are two answers from Andy Law which confirm the RAI. However, the RAW as
described by Andy seems at odds with the rule on p.234 which specifies you must succeed on
the Language (Magick) Test to Cast a spell, rather than merely needing to win the Opposed
Test. As such, it seems prudent to go with the RAI (or otherwise align your decision with your
house rules on Ranged attacks).

RAW: Yes and yes.

RAI: Failing your Dispelling attempt shouldn’t make your opponent’s spell succeed. Additionally,
given Andy’s latest comments on failed defence rolls against Ranged Tests, you can infer that a
failed Dispelling attempt similarly cannot increase the SLs of your opponent’s Casting Test
(since counterspelling should be treated as any other Ranged attack). See that entry for more
details.
Fumbles while Dispelling
Q: What happens when you Fumble magic Tests, beyond Casting and Channeling (such as
Dispelling)?
A: RAW, nothing special happens but you may opt to use the Astounding Failure rules or get
creative.
Spell Lists

Lore effect clarifications


Q: Do Arcane Spells count as Lore spells for the purposes of adding Lore effects?
A: Yes. See the Spell Lists for more information.

Overcasting

Overcasting and AOE spells


Q: How does Overcasting interact with AOE spells? Do you get extra AOEs or does the original
AOE simply increase?
A: You increase the size of the AOE.

Overcasting and Critical Wounds


Q: If you cause a Critical Wound with magic, does it also apply to each additional target from
Overcasts?
A: Only the first target gets the Critical. Everyone else just gets the normal damage.

Overcasting on the same Target


Q: Can you use an Overcast to target the same creature or character multiple times?
A: No. Each Overcast selects an additional target.
Q: You gain Fear 1 if using any Lore of Beasts spell. If you happen to cast a spell that also
causes you to gain Fear, does this stack?
A: No. You may, however, choose the longer duration for the Fear 1 effect (1d10 Rounds or
WPB Rounds).

Q: Lore of Heaven's passive says that the arc damage is equal to your WP bonus and acts like
a magic missile. Does this mean the damage is WP damage or WPx2 seeing as its damage is
WP and a magic missile adds WP? And do you add the SLs of the original Casting Test to these
extra arcing hits?
A: WPBx2, and no.

Q: Does the effect from Lore of Heavens jump to allies as well?


A: Yes.

Q: Does the Lore of Life effect apply to all spells from the Lore of Life, or just Arcane Spells (as
it is the only Lore effect to specify 'Arcane Spells')?
A: Yes. All Lores apply their passive effects to all Arcane and Lore Spells (i.e., all non-Petty
Spells). Using Bolt with the Lore of Life can have interesting results.
Q: The Lore of Witchcraft states 'Each time practitioners of Witchcraft roll on a Miscast table,
they also gain 1 Corruption point'. Does this effect only apply to spells that are considered part
of the Lore of Witchcraft, or does it apply to any spell cast by a character with Arcane Lore
(Witchcraft)?
A: Only those that are part of the Lore of Witchcraft.
Q: Does Drop affect the person holding the targeted item for the purposes of Lore effects (e.g.,
Ablaze or Fatigued), or does it only affect the item being held?
A: The opponent is the target, not the item. All Conditions and similar effects apply to the
opponent rather than the item. Note that there is an alternative ruling by Andy Leask (no longer
officially part of the WFRP team) which states that the passive effect doesn't apply at all, as the
spell targets an object not a person (even a held hand counts as an object, not a person). Use
whichever answer feels right for your table.
Petty Spells

Dart clarification
Q: Was Dart intended to be so good?
A: Yes and no. The original intent was to buff Channelling in a future supplement, so that the
core Arcane Spells would be more appealing. This never happened, so Dart remained relatively
better than Bolt as a result.
Arcane Spells

Aethyric Armour clarification


Q: If you use Aethyric Armour with the Lore of Metal to cover your skin in a coat of metal, does
an attack that ignores metal armour ignore its APs?
A: Yes.

Q: Can you Critically Deflect with Aethyric Armour?


A: Yes.
Q: If you do Critically Deflect using Aethyric Armour, does the spell stop functioning entirely?
Does it stay up, but not have any effect? Does it stay up with the 1AP?
A: It just reduced the overall APs at that location, unless you houserule it otherwise.

Aethyric Arms clarification


Q: Does the weapon generated by Aethyric Arms also possess the qualities and flaws of its
physical equivalent?
A: No.

Bolt Spell clarification

Bolt Spell and the Celestial Lore effect


Q: When a Celestial Wizard casts Bolt with +4 SLs against a group of enemies, dealing 13
Damage (4+5(WPB)+4(SLs)) to the primary target, how much Damage do the secondary targets
take?
A: The RAW, circuitously, suggests secondary targets each take 14 Damage (as magic missiles
deal Damage+WPB+SLs, and the Celestial rider effect says Damage=WPB for any arcing
magic missile). This is incorrect. RAI was that, for the arcing magic missile, WPB would only be
added once and SLs wouldn't be added at all. So it should have been written as 'Damage +0,
handled as a magic missile', giving 9 Damage to each of the subsequent targets
(4(Bolt)+5(WPB)=9).
Breath Spell clarification
Q: Can we get clarification on the Breath spell? The talent states that it behaves like the Breath
Trait, but the Trait allows an Opposed Test, whereas the spell says the hit(s) scored are magic
missiles, which by definition are unopposed.
A: It's unopposed. Suggested errata follows:

Breath
CN: 6
Range: Special
Target: Special
Duration: Instant
You immediately make a Breath attack, as if you had spent 2 Advantage to activate the Breath
Creature Trait (see page 338) with +TB Damage. Decide in advance with your GM which type of
Breath attack best suits your Arcane Lore Talent. For every +2 SLs achieved, you may increase
damage by +2.

Entangle Clarifications
Q: A target that is being affected by the Entangle spell tests their Strength against the caster's
Intelligence. Does this count as an Opposed Test for the purposes of gaining Advantage?
A: Yes, for the person attempting to break free. No, if you're the one imposing Entangled
Conditions with a spell, as you aren't actually engaging in the Opposed Test yourself.
Q: What happens if you cast Entangle on a Large target?
A: The target is affected as normal. However, the Large target will automatically break free on
its turn unless you Critically Succeed on the Opposed Strength/Intelligence Test. Update: There
is a new dev clarification which modifies and perhaps partially contradicts this answer (see
below).

Q: How does Size interact with the Entangle Spell?


A: For each step larger than Average the target is, apply a +1 SL modifier to the Strength roll to
break free. For each step smaller, apply a -1SL modifier instead.
Q: When breaking free of the Entangle spell, does the bigger creature need to use an Action to
do so?
A: Depends on the size difference. If the creature is 1 step larger, it will still need to use an
Action. If 2 or more sizes larger, it simply breaks free, with no Action required.

Colour Magic

The Lore of Beasts

Amber Talons clarifications


Q: Do you add your Strength Bonus to Amber Talons’ damage?
A: Yes.
Q: Do Unarmed attacks with claws gained from Amber Talons keep the Undamaging Flaw?
A: Yes.

Beast Form clarifications


Q: Is Skittish also removed from the Creature statblocks when you use Beast Form to assume
that shape?
A: Yes. Bestial and Skittish were originally linked, so removing one removed the other. When
this was changed, the rules weren't updated elsewhere in the book.
Q: For Amber mages, when in Beast Form, it's clearly indicated that they can't cast or dispel
while their form is maintained. Does that mean that they HAVE to stay in bestial form for WP
minutes or can they drop the spell to revert to normal if they wish so?
A: Yes.

Q: When you cast Beast Form, can you choose a shorter duration than WP minutes from the
outset?
A: Yes, but you must decide this before you cast. You can't just decide to end the spell without
Dispelling it once it's already been cast.

Q: Do you keep your Talents and Skills after you change form with the Amber spell Beast Form?
A: Yes, but not all of them can be used (this requires common sense).
Q: When using Beast Form, do you take the Movement Characteristic of your new form?
A: Yes (this is officially errata, as the RAW missed this out).

Flock of Doom and extra damage


Q: Can you increase the damage caused by Flock of Doom with extra successes?
A: No, because it's not a magic missile. You can increase AoE, range or duration, however.
The Lore of Fire

Purge clarification
Q: Do you need to make Channelling Test each Round to maintain the Purge spell?
A: Yes. But if you fail any of the Tests, these simply don't add to the total rather than causing the
spell to stop (otherwise you'd never be able to use it against more serious sources of
Corruption).
Flaming Sword of Rhuin Damage Clarification
Q: Do you add your Strength Bonus to Flaming Sword of Rhuin’s damage?
A: Yes.

Great Fires of U’Zhul Target Clarification


Q: The Great Fires of U'Zhul spell has 'Target: AoE' despite the fact that text suggests it actually
targets a singular entity and also creates a damaging AoE around them. I assume it's for
purposes of overcasting, but it also suggests you can just cast it targeting an area, in which
case the part of doing more damage to one target gets confusing. Shouldn't it have Target:
Special and in description mention that it initially targets a specific entity, and creates an AoE
around them that can be expanded for each +2SL?
A: This is an error. It should be Target: Special.
The Lore of Heavens

Cerulean Shield and Critical Deflection


Q: Can Cerulean Shield deflect critical hits?
A: Yes. Note: As with Aethyric Arms, this should probably reduce the APs at that location,
unless the GM is feeling harsh (in which case, it might deactivate the spell, too).

First and Second Portent of Amul Clarifications


Q: Can I keep stacking Second Portent of Amul to build a huge pool of Fortune, and then drop
all of those on a Casting Test to stack Overcasts?
A: No. And if your GM only allows one Fortune point to be spent per Test, this wouldn't work
anyway.

Q: Does the '+1 Fortune point per +2SLs' part count as an Overcast option or an intrinsic
feature?
A: It's an Overcast. The words 'you may' were missed out from before 'gain additional…'
Starcrossed Target Clarification
Q: Question about the Starcrossed spell: Do you target an opponent and now you make
specifically their day worse with your Fortune Points, or do you target an ally and they can throw
their Fortune points at any enemy within the spell's range?
A: You cast it on yourself or someone else, and that person can then spend their Fortune points
to force rerolls.
The Lore of Metal

Enchant Weapon and Forge of Chamon Qualities


Q: With Enchant Weapon and Forge of Chamon, what Qualities do they add? Item Qualities like
Fine and Durable, or Item Qualities plus Weapon Qualities?
A: Enchant Weapon applies Weapon or Item Qualities. Forge of Chamon only applies Item
Qualities.

Lore of Shadows

Lore of Shadows and whispering


Q: Can spells from the Lore of Shadows be cast without people hearing?
A: No. They are muttered but still audible.

Shroud of Invisibility and Casting while Invisible


Q: If a Grey Wizard casts Shroud of Invisibility on himself, can he cast other spells from the Lore
of Shadows without causing the effect to end? The spell says it ends 'if you bring attention to
yourself by making large noises or attacking someone', but the Lore of Shadows rider effect
says your spells can be 'muttered stealthily'. So does that mean you can cast while Invisible?
I assume casting a spell like Bolt would end it, since that counts as 'attacking someone'? Or
does it just end if you attack someone with a melee/ranged attack?
A:
Witch Magic

The Lores of Witchcraft and Hedgecraft


Q: How does a Witch or Hedge Witch learn more spells? Do they need a master or can they use
downtime only?
A: It's down to the GM. A combination of trial and error and tutelage may be appropriate, though
Witches may also have illegal Grimoires. This may be roleplayed or run as an Endeavour.
Q: Do Hedge Wizards need ingredients to cast Arcane Lore spells? What about Petty spells?
A: Yes for Arcane Lore spells, but no for Petty Magic spells.
Q: Do Hedge Witches use Grimoires? They don't have any way to read.
A: No, they do not. Theirs is an oral tradition. They never write their spells down and must learn
from a teacher in secret.
Dark Magic

Necromancy
Q: In Raise Dead, is the 'For every +2 SLs you score, you may summon an extra SL Skeletons'
part referring to an Overcast option? How many Skeletons would I raise if I roll +2 SLs on my
Language (Magick) Test?
A: Yes. When 'may' is used in this context, it always refers to an Overcast option (see the
clarifications re: First and Second Portents of Amul). If you have first Channelled the spell and
then roll +2 SLs on your Language (Magick) Test, you would raise a minimum of three Skeletons
but because you have +2 SLs, you could also choose one Overcast. If you choose more
Skeletons (rather than, say, Duration), you would summon five Skeletons in total. See page 238
of the core rulebook for Overcasting rules.
Chaos Magic
Q: Can you learn more than one Chaos Lore?
A: RAW, no, but writer Ben Scerri gives an interesting alternative rule: learning additional Lores
(via Unusual Learning) is possible but automatically grants Corruption.
CHAPTER 9: THE GAMEMASTER

General Advice

No Opposition
No Opposition is a guideline for the GM only (rather than a rule). It does not apply to Ranged
attacks, since the Helpless rule it cross-refers to (p.162) only applies to Melee attacks. See
Ranged attacks and No Opposition.

Travel

Travel Costs
Q: Are the prices listed on the ‘Travel Costs’ chart on page 262 in shillings or brass pennies?
The pricing format is a bit odd…
A: Brass pennies. The general format for currency is GC S/d. So 3 5/2 is 3 crowns, 5 shillings
and 2 pennies.
CHAPTER 11: CONSUMER’S GUIDE

Money

The Cost of Living


See Maintaining Status.

Income from odd-jobs


Q: How much should PCs be paid when hired to do a job?
A: The average day rate is Status x 3. So a Silver 2 character should earn about 6ss per day.
It's implied in the hireling rules and confirmed by Andy in the following article: Keeping Up with
the Liebwitzes.
Q: How much of a character's income are they expected to have left at the end of the week?
A: This is the figures given on pp.51-2. E.g., a character with Silver 2 will have 2d10 Shillings
left over. Silver characters have lower living costs than Gold status characters, and so may end
up with more spare cash at the end of the week.
Craftsmanship

Item Qualities

Practical

Practical Armour and the Winds of Magic


Q: Does Armour with the Practical Quality reduce penalties to harnessing the Winds of Magic
when worn by spellcasters?
A: No. Practical is only supposed to reduce the penalties from Item Flaws and those listed in the
Consumers' Guide.
Encumbrance
Q: Do carried weapons (when not drawn) count as worn?
A: No.

Weapons

Weapon Qualities
Q: Why is it impossible to use a spear and shield in the core rulebook?
A: One-handed spears are supposed to be covered by the Hand Weapon stats. For more
specific spear rules, use these:
Weapon Enc Reach Damage Qualities and Flaws
Short Spear 1 Long +3 Impale
Spear 2 Very Long +3 Impale
2h Spear 2 Very Long +4 Defensive, Impale
Pike 4 Massive +4 Impale
Note: Weapon Qualities in combat
See also Initiative and Weapon Qualities clarifications for the impact of Fast and Slow on
Initiative order. (In short: these cause you to take your Action and Move at different times.)

See also Ranged Combat Clarifications for Opposed Tests versus Weapons with the Blast
Quality. (In short: you can't oppose Blast attacks, as they hit automatically.)

Adding Qualities to Weapons


Q: Can Weapon Qualities be added to a weapon? Or only Item Qualities?
A: No, not normally; Item Qualities only.

Blast Quality clarifications


See also Ranged Combat Clarifications for Opposed Tests versus Weapons with the Blast
Quality. (In short: you can't oppose Blast attacks, as they hit automatically.)

Q: Are Blast weapons supposed to do more damage the mode targets they affect?
A: RAW, yes. RAI, no.
Damaging Quality Clarifications
Q: When do you apply the Damaging quality during Opposed Tests? Does it apply before or
after you compare SLs with your opponent?
A: After (you may replace the final Opposed Test SL with the units die result of your attack Test)

Q: Say you roll a 40 with a Damaging or Impact weapon. Is the ‘0’ on the units die a 0 or a 10?
A: A 10. The same for Pray Tests, etc.
Defensive Quality Clarification
Q: Do you have to Oppose with a weapon with the Defensive quality in order to gain the +1 SL
bonus on the Melee Test?
A: No. You need only be wielding the Defensive weapon in order to gain the +1 SL bonus.

Q: Does the Defensive Quality stack? For example, if you wield a Swordbreaker in one hand,
and a Main Gauche in the other?
A: Yes.
Durable Quality
Q: Does the Durable 'x' Quality give you the option to deflect ‘x’ free criticals?
A: Yes. You essentially reduce the Durable rating by 1 instead of removing APs. When the
Armour reaches Durable 0, you begin losing APs instead. Lost levels of Durable cannot be
repaired except via the Commission and Crafting Endeavours.
Impale clarification
Q: If I lose Wounds from a ranged weapon with the Impale quality (Impale wasn't triggered, the
attack just dealt me damage normally), is the ammunition lodged in me?
A: No. Only crits caused by a weapon with Impale cause ammunition to be lodged in your body.
Penetrating Quality clarifications
Q: Does the Penetrating Quality ignore the first point of each piece of metal armour, or just one
point total?
A: Just one point total.

Q: Which Shields count as metal for the purposes of the Penetrating Quality?
A: Assume all Shields are made of wood unless they have the Durable Quality.
Repeater Quality and partial Reload
Q: Can you partially reload a weapon with the Repeater (X) quality?
A: No, not according to RAW.
Shield clarifications
See also Penetrating Quality clarifications for interactions with the Penetrating Quality.

Q: Can you apply a Shield's AP when defending against a Riposte or Champion counterattack?
A: Yes, but only if your initial attack was with the Shield.
Q: Does Shield stack (e.g., if you have two Shields)?
A: No.
Two-handed Cavalry weapons used on foot
Q: The book states the rules for using two-handed cavalry weapons on foot, then says
'Single-handed Cavalry weapons are not normally used while unmounted.' Does 'are not' = 'can
not'? Would it still use the Melee (Cavalry) skill?
A: If used on foot, treat cavalry weapons as Improvised weapons, which use the Melee (Basic)
skill (or perhaps treat a lance as a Spear, using the Melee (Polearm) skill).
Weapon Flaws
See also the Repeater Quality and partial Reload.

Armour

Armour Damage

Critical Deflection
Q: Can Critical Wounds caused by going below zero Wounds be deflected by Armour?
A: No, because they are not Critical Hits. These are automatic Critical Wounds and so cannot
be deflected.
Q: Do you get to see the critical effect result before deciding whether to deflect it?
A: Per RAW, you don’t have to decide until after the crit result is determined, but a lot of people
don’t run it that way.

Q: If my player sacrifices armour to deflect a crit, do they still take the Wound loss noted in the
‘Wound’ column of the Critical Effect table?
A: Yes.

Q: If you burn a point of armour you can ignore a crit. However you still take the additional
wounds. Plate armour also lets you ignore crits, so do you still suffer the additional wounds from
a crit then since the wording is the same? Or do you just not roll?
A: The intent is that it operates the same as normal critical deflection , but without trashing your
armour.
Q: If rules say that APs should be ignored, do you allow them to be used to deflect a Critical
Wound?
A: No.

Armour Qualities

Boiled Leather over Leather and Flexible Armour


Q: Can a Boiled Leather Breastplate be worn overtop of, say, a Mail Shirt and Leather Jack?
A: Soft Leather can be worn under any other kind of armour. Flexible armour can be worn under
any kind of non-flexible armour. So yes.

Partial and Open Helms


Q: The Partial Armour Quality means an Open Helm can never offer any protection, RAW,
except in some rare cases. How should we address that?
A: The RAI was that it only provides APs half the time. A simple fix is to rule that Partial only
applies after you reverse the dice result to determine the Hit Location. So a roll of 20, reversed
to 02 and hitting the Head, bypasses the armour, but a roll of 30, reversed to 03, does not.
Miscellaneous Trappings

Errata

Torch
Q: What are the rules for torches?
A: Errata: You can buy the pitch for 6 torches for 1ss (and find your own sticks). They each burn
for one hour, illuminating an area of 20 yards. A torch counts as an improvised weapon that can
deal an Ablaze Condition on a Critical Hit (or automatically, if the target is particularly
flammable).
CHAPTER 12: BESTIARY

General Bestiary clarifications


Q: Why are the Creatures in the Bestiary so weak?
A: These are the equivalent of average starting characters (after rolling Characteristics but
before adding Species Skills and Talents, or a Career). They are not the weakest form of these
Creatures but baseline versions with average starting Characteristics. You are supposed to
tailor these to your table by adding any Traits or Careers that may be necessary.
The Monstrous Beasts of the Reikland

Hydra (errata)
Q: Why does the Hydra have BS 0 when it has a ranged attack?
A: This is a mistake. It should be BS 40.

Creature Traits

Armour
Q: Does the Armour Trait count as armour and can you use it for Critical Deflection?
A: Yes and yes.
Animals and Low Initiative
Q: Why do animals like Bears and Horses have such low Initiative, meaning they are always
terrible at Perception?
A: This was to be covered by Creature Traits, but wasn't due to oversight. Suggestion:
house-rule a Creature Trait that gives a bonus to Perception (and perhaps Navigation?).

Bite
Q: Do free attacks from sources such as Bite and Vomit have a per turn limit?
A: One per turn per such attack.
Regeneration and old injuries
Q: Can the Regeneration Trait heal permanent injuries, such as amputation Critical Wounds,
caused before the Trait is gained?
A: No. Permanent injuries taken before the Trait are not healed. Active injuries may be healed
any time if the GM permits and permanent injuries taken after the Trait is gained can be healed,
too. This also technically applies to the Regenerate spell, meaning permanent injuries can only
be healed if taken after the spell is cast.

Skittish, Trained (War) and Mounted Combat


Q: If a Horse with Skittish has Trained (War) and Trained (Magic) does it still count as having
Skittish for the purposes of it making its own attacks in mounted combat?
A: The rules were supposed to say that Trained (War) removes Skittish for the purposes of
Mounted Combat.
Size

Size and Outnumbering


Q: How does Size work with Outnumbering?
A: Andy Law has provided the RAW (which should have been edited, but weren’t) and RAI,
which makes for Creatures that aren’t so easily Outnumbered.

RAW: A Large Creature versus two Small Creatures is still Outnumbered 2:1, sadly. However,
Outnumbering requires you to be Engaged. Larger creatures can freely Disengage, meaning
they are harder to Outnumber.

RAI: Andy suggests two options:


1. Larger Creatures count as +1 person for every Size step up. E.g., a Troll counts as three
people against a Halfling (two Size steps difference), so would outnumber them 3:1.
2. Larger Creatures double the Size difference when counting for Outnumbering. E.g., a
Troll counts as four people versus a Halfling, so would outnumber them 4:1.
Size and Qualities
Q: Does a Creature two steps larger than its target gain both Damaging and Impact, or do they
only gain the latter? If the Creature does have both Damaging and Impact, does it benefit from
both at the same time?
A: Yes, and yes. So it will benefit from the higher of the SLs rolled or the units die (Damaging),
plus the units die again (Impact), as a bonus to their base Damage. A Creature that rolls +3 SLs
with a roll of 35 and Weapon +8 would do 18 Damage (8 + 5 + 5) instead of 11 (8 + 3)..
Tough
Q: Is the Tough Trait included in Bestiary statlines such as the Troll?
A: No. This Trait (and others like it, such as Brute, Big, Elite, etc) should be added to the
Optional Traits line instead. These are essentially optional packages of stat boosts to replace
Career advancement when making NPCs in a hurry, and shouldn’t be on the Traits line of any
Creature as a result.

Vomit

Vomit and free attacks


See Bite.
Weapon and Ranged Creature Traits

Weapon Damage
Q: The Weapon Trait in NPCs should include SB right?
A: Yes.

Weapon Qualities and Flaws


Q: Can the Weapon or Ranged Creature Trait also have Weapon Qualities and Flaws?
A: By default, the Weapon Creature Trait lacks Weapon Qualities. Although the Trait is
presented as an abstraction to simplify weapons for the NPC, you can add Weapon Qualities if
you wish. (The question asked was about both the Weapon and Ranged Traits. Though Andy
only specifically mentions the former in the answer, it's safe to assume they both use the same
ruling, or an exception would have been mentioned.)
ROUGH DAYS, HARD NIGHTS

Appendix 1: Gnomes

Gnome Characters

Skills and Talents

Talents
Q: Should the limit of five Talents for Gnomes include Small?
A: No. That was a mistake.
Suffuse with Ulgu
Q: Does Suffuse with Ulgu's +1SL work on the owner of the talent?
A: Yes
ENEMY IN SHADOWS COMPANION

Errata

Sigmafoil missing rules


Q: What does Sigmafoil do?
A: Taking it before bed means you regain +1 Wound upon awakening (in addition to any you
regain from rest).
DEATH ON THE REIK COMPANION

Chapter 5: River Navigation

Riverboats of the Empire (Table, p.33)


Q: Is there a mistake in the Riverboat of the Empire Table?
A: 'In Riverboats of the Empire on page 32 and 33 the lengths given should be in yards rather
than feet, and the price and weight of items measured by the foot ought to be by the yard as
well.' (No screenshot available. Confirmed via private email.)
THE HORNED RAT

Introduction

Skaven Troops
Q: Why do the Skaven in this book not have Skittish, when those in Death on the Reik did?
A: Skittish is an Optional Trait in the core rulebook. It's not something that every Skaven would
have.
SULLASARA'S SPELLS OF UNRIVALLED UTILITY

The Lore of Light


Q: Can Cleansing Glow deal Wounds to creatures that are Corrupted but don't have any
Corruption Points?
A: Yes. Beings with Minor Corruption take 2 Wounds, those with Moderate Corruption take 4
Wounds and those with Major Corruption take 6 Wounds.

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