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Culture Documents
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.
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emails) are very small due to their having to fit into Google Docs. In such cases, we have
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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.
Table of Contents
CHAPTER 2: CHARACTER
Species
Elves and balance
Skills and Talents
Native languages
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
Events
Endeavours
General Endeavours
Crafting
Research
Training
Unusual Learning
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
General Advice
No Opposition
Travel
Travel Costs
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
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
Errata
Sigmafoil missing rules
Introduction
Skaven Troops
Species
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
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.
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 (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
Deadeye Shot
Dirty Fighting
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
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
Gunner
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
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!
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
Surgery Talent
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.
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.
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
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
Combat
Initiative Order
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
Ranged Combat
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
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
Moving
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: 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
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.
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.
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
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 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
Sin Points
Miracles of Myrmidia
Miracles of Shallya
Miracles of Taal
Magic Rules
Casting Test
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).
Channelling Test
Interruptions
Q: Does defending yourself in melee count as an interruption for the purposes of Extended
Channelling Tests?
A: Yes.
Dispelling
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
Overcasting
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 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
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).
Colour Magic
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).
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.
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
Lore of Shadows
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
Item Qualities
Practical
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.)
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
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
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.
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.
Vomit
Weapon Damage
Q: The Weapon Trait in NPCs should include SB right?
A: Yes.
Appendix 1: Gnomes
Gnome Characters
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
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