Combat in WFRP: Where Heroes are Made (and Unmade)

The Reality of Old World Violence

Combat in WFRP isn't heroic—it's terrifying. Imagine a bar fight where everyone has swords, some people might explode into daemons, and a single lucky hit can end your promising career as a rat catcher. It's less "epic duel at sunrise" and more "desperate scramble in a muddy alley."

The Combat Round: Six Seconds of Pure Chaos

graph TD A[Combat Begins!] --> B[Roll Initiative] B --> C[Determine Turn Order] C --> D[Active Character's Turn] D --> E{Choose Action} E --> F[Movement] E --> G[Attack] E --> H[Defend/Dodge] E --> I[Other Action] F --> J[Resolve Action] G --> J H --> J I --> J J --> K{More Combatants?} K -->|Yes| D K -->|No| L{Combat Over?} L -->|No| B L -->|Yes| M[Count the Bodies]

Initiative: Who Gets to Die First?

Initiative in WFRP is simple: Roll 1d10 and add your Initiative Bonus. Higher goes first. It's like calling "shotgun" for a car ride, except the car is on fire and heading off a cliff.

Actions: What Can You Do in Your Last Moments?

Each round, you can perform one Move and one Action. Think of it as your last dance—make it count!

ATTACK • Melee Strike • Ranged Shot • Charge! • All-Out Attack Risk vs Reward DEFEND • Dodge • Parry • Block • Guard Stay Alive! MOVE • Walk (Move x2) • Run (Move x4) • Stand/Mount • Jump/Climb Positioning! OTHER • Aim (+20 BS) • Reload • Cast Spell • Use Item Be Creative! FLEE! • Full Retreat • Disengage • Hide • Surrender No Shame!

Making an Attack: The Dance of Death

Attacking in WFRP is like trying to hit a piñata, except the piñata hits back and wants to eat your soul. Here's how it works:

Attack Resolution Example

Step 1: Roll 1d100 vs your Weapon Skill (WS) or Ballistic Skill (BS)

Step 2: If you hit, reverse the dice to find hit location

Step 3: Roll damage (weapon damage + Strength Bonus)

Step 4: Subtract defender's Toughness Bonus and Armor

Step 5: Apply remaining damage as Wounds

Step 6: Check if they're still alive to hit you back

Hit Locations: Where Did That Sword Go?

Critical Hits: When Things Go Horribly Right (or Wrong)

Rolling doubles (11, 22, 33, etc.) means a critical! If you succeed, it's a Critical Hit—extra damage and nasty effects. If you fail, it's a Fumble—you might stab yourself, break your weapon, or worse.

graph LR A[Roll Doubles] --> B{Success?} B -->|Yes| C[Critical Hit!] B -->|No| D[Fumble!] C --> E[+1d10 Damage] C --> F[Special Effect] D --> G[Drop Weapon] D --> H[Hit Yourself] D --> I[Fall Prone] F --> J[Bleeding/Stunned/Worse] H --> K[Take Own Damage]

Damage and Wounds: The Mathematics of Pain

Advantage: Momentum in Murder

WFRP uses an Advantage system—successful attacks give you +10 to hit next round. It's like a combo system in a fighting game, except instead of points, you're accumulating psychological trauma.

Advantage Meter +1 (+10) +2 (+20) +3 (+30) +4 (+40) +5 (+50) Win to gain momentum. Lose it all if you're hit! Maximum advantage equals Initiative Bonus

Conditions: Status Effects That Ruin Your Day

Common Combat Conditions:

Real Combat Example: The Tavern Brawl Gone Wrong

Round 1:

Gottfried (Initiative 38) faces a Cultist (Initiative 37)

Gottfried: "I swing my club at his head!" *rolls 29 vs WS 31* "Hit! Location 92... left leg. Damage: 1d10+3 = 8"

GM: "His leather armor absorbs 1, takes 7 wounds. He's limping but angry."

Cultist: *rolls 15 vs WS 35* "Hits your body for 9 damage!"

Gottfried: "My armor absorbs 1... 8 wounds?! I only have 11 total!"

Round 2:

Gottfried: "I'm fleeing! Full retreat!"

GM: "The cultist gets a free attack as you turn..."

Gottfried: "This was a terrible idea!"

Survival Tips: How Not to Die (Immediately)

  1. Armor is Life: Even 1 point of armor can save you. Wear everything you can find.
  2. Numbers Matter: Fighting alone is suicide. Bring friends (or at least meat shields).
  3. Know When to Run: There's no shame in fleeing. Dead heroes tell no tales.
  4. Use the Environment: Tables for cover, chandeliers to swing from, doors to bar.
  5. Fate Points: Save them for when you really need them (like when you're about to die).

The Critical Wound Tables: Where Dreams Go to Die

When you hit 0 Wounds, things get really interesting. Critical Wound tables determine if you lose a finger, an eye, or your entire existence. It's like a lottery where all the prizes are horrible.

"I've been in a hundred fights. Lost most of them.
But I'm still here, and that's what counts!"
- Veteran with 3 fingers, 1 eye, and countless scars