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!
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.
Conditions: Status Effects That Ruin Your Day
Common Combat Conditions:
Bleeding: Lose 1 Wound per round until treated (bandages are worth their weight in gold)
Stunned: Can only defend, no attacks (seeing stars and birdies)
Prone: -20 to attacks, enemies get +20 to hit you (the ground is not your friend)
Entangled: -10 to all tests (wrapped up like a present for monsters)
Unconscious: Helpless, automatic critical hits against you (nap time = death time)
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"
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)
Armor is Life: Even 1 point of armor can save you. Wear everything you can find.
Numbers Matter: Fighting alone is suicide. Bring friends (or at least meat shields).
Know When to Run: There's no shame in fleeing. Dead heroes tell no tales.
Use the Environment: Tables for cover, chandeliers to swing from, doors to bar.
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