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Heater (3' tall, 2' wide). 20. 70 ... Hence their blows inflict a -10% penalty to a foe's Shock (T) test. ... Snare – victim is entangled unless they pass an Initiative test.
308KB taille 4 téléchargements 348 vues
Weapon Fist: Unarmed Street Fighting Knuckleduster * Gauntlet * Garrotte * (2h)

Cost

Encum

Availability

Initiative

To Hit

Damage

Parry

Notes

1 14 1

1 20 2

Common Scarce Rare

-20 -20 -20 -20 -30

-10 -20

D2 D3 +1 +1 D6+chokes

-30 -20 -30 -20 -30

unskilled skilled fighter discrete but despised +1 AP to gloved arm -20 WS as targets neck

15/2 4 4 5 3

10 15 10 20 40 40

Plentiful Common Scarce Scarce Scarce Common

-10 -10 -10 -10 -10 -10

-

D3 D4 D3 A D3 D3 D5

-20 -10 -10 -10

< 7” long, kitchens 8-12” long, sidearm Soldiers, Freelancers Duellists, Rakes Duellists all-purpose chopper

2 7 8 15

40 70 100 120

Common Average Average Scarce

-10 -10 -

-10 -10 -

D8 2D4 D10 D12

-10 -10 -10 -

tool for hewing logs Ulricans, Taalites tool for felling trees Norse, Ulricans, Dwarfs

18 14 15 20 16 17

40 50 60 70 70 80

Rare Scarce Common Scarce Scarce Scarce

-

23

100

Average

35

250

Scarce

150

90

Very Rare

-10 +10 +10 +10 +10 -

-

D4 2D3 D6 D5 D6 2D3 D6 D8 D10 2D3 2D4

+10 +10 +10 -10 +10 -10 -

Rakes, Nobles Marines, Pirates Norse, Verenans Duellists, Rakes Kislevites, Arabs, Inds Orientals, Orcs Men-at-Arms (Soldiers), Mercenaries Doppelsöldner (Mercs) sacred to Samurai (oriental knights)

Blunted: Sap, Cosh, Blackjack Belaying pin Club, Cudgel, Baton Lump hammer Mace, Bulawa Maul, Sledge * (2h) Footman’s * (2h)

4/1/2/2 7 4 13

5 30 40 40 60 120 100

Average Common Plentiful Common Scarce Average Rare

-20 -10 -10 -10 -10 -

-10 -10 -

D4 B D3 B D4 B D6 B D8 A+B D10 B D10 A+B

-20 -20 -10 -10 -10 -10

Footpads, Ranaldites Boatmen, Stevedores Watchmen, Bodyguards Mason’s/Smithy’s tool Morrites, Kislevites tool for demolition 3-4’ long, White Wolves

Flails: Flail, Nunchaku * Morning star * Footman’s ** (2h)

1 14 20

60 100 120

Common Rare Rare

-10 -10 -10

-

D6+1 T D8+1 T D10+1 T

-10 -10 -10

tool for threshing grain difficult & unwieldy ** = Spec Wep: 2h + Flail

Picks: Warhammer Military, Horseman’s Pickaxe, Mattock * (2h) Poleaxe * (2h)

8 9 2 15

60 80 140 230

Scarce Rare Average Rare

-10 -10 -

-10 -

D6 A/B D8 A/B D10 A 2D4 A/B

-10 -10 -10 +10

Sigmarites, Dwarfs Freelancers, Templars tool for digging, hoeing 5-6’ long, Freelancers

Polearms: Spear (thrown = Missile) Trident Halberd, Glaive * (2h) Pike * (2h)

2 3 12 5

50 60 180 260

Common Scarce Common Average

+20~/+10 +20~/+10 +20~/+10 +30~/+10

-/+10^ -/+10^ -/+10^ -/+10^

D6 2D3 D10 # D6

-10

5-7’ long, Myrmidians 6’ long, Mannanites 6-7’ long, Watch, Elves 16-22’ long, Pikemen

Shields: Buckler, Boss (1’ diameter) Unrimmed (3’ diameter) Round (3’ diameter) Heater (3’ tall, 2’ wide) Tower (5’ tall, 3’ wide)

2 10/9 20 30

20 50 60 70 100

Scarce Plentiful Common Average Scarce

-10 -10 -10 -10 -20

-

D2 B D2 D2 D2 D2

+20 +20 +20 +20 +30

+1 AP to left arm +2AP arm, +1AP body +3AP arm, +2AP body +3AP arm, +3AP body +3 arm, +2 body, +2 leg

Daggers: Knife, Shiv Dirk, Messer, Rondel Stiletto, Bollock, Poignard Main-gauche, Parrying Sword-breaker Machete, Grossmesser Axes: Hatchet, Broad Battle, Horseman’s Woodsman’s * (2h) Great, Bardiche * (2h) Swords: Small, Dress, Foil * Cutlass, Backsword Short, Arming Rapier * Sabre, Scimitar, Tulwar Falchion, Choppa Long, Bastard * (1h) Long, Bastard * (2h) Great, Zweihänder * (2h) Katana * (1h) Katana * (2h)

-

Weapon Lances: Demilance * Field * Jousting * Other: Improvised Quarterstaff * (2h) Sickle Net, Cloak *

*

Cost

Encum

Availability

Initiative

To Hit

Damage

Parry

Notes

3 6 5

80 120 120

Scarce Rare Very Rare

+10 +20 +10

-

D6 A ! D8 A ! D8 B !

-10 -20 -20

8-12’ long, Freelancers 15-20’ long, Templars 8-12’ long, Freelancers

varies 4/1 2

2060 80 20 40

Abundant Plentiful Scarce Rare

-10 -10 -10

-10 -

D2D4 D5 B D4 @

varies +10 +10

D4 = 2-handed objects 5-7’ long, Shallyans Druids, Herbalists Fishermen, Duellists

Specialist Weapon – this type of weapon is particularly difficult to wield proficiently. As such combatants suffer a -20 WS penalty unless they possess the relevant Specialist Weapon skill. The only exception is Specialist Weapon: Fist which only suffers a -10 WS.

A Armour Piercing – these weapons are especially effective at piercing armour. So such weapons ignore 1 point of armour, i.e. -1 AP. B Bludgeoning – these weapons are great at knocking foes senseless. Hence their blows inflict a -10% penalty to a foe’s Shock (T) test. T Tiring – these weapons are remarkably exhausting to wield. Thus their +1 damage bonus only applies to the first round. ~ Long Reach - these weapons offer Initiative bonuses during the first round and during subsequent rounds but only if winning. If the target is mounted this bonus is doubled but again its limited to the first and subsequent rounds and only if winning. ^ Sky Striker – this advantage in striking (WS) only applies against aerial opponents. # Bill Hook - halberdiers can dismount a mounted enemy by using the halberd’s hook (-10 WS). If successful, the halberdier must hold the weapon fast (Str test). Lastly the victim must pass a Ride test or be ripped from their saddle, suffering mount’s Mov-D6 W: o If galloping (charging), the attacker and victim suffer a -10% penalty to their Str and Ride rolls, plus damage is doubled. o This technique can also be used against foot soldiers except that the victim tests vs. Strength to remain standing. !

Fer de Lance – these bonuses only apply if the lancer is mounted and charging. Moreover, they are limited to the first attack. Thereafter lances are unwieldy and so count as improvised weapons. Finally, the blow’s Str is equivalent to the mount’s Mov.

@ Snare – victim is entangled unless they pass an Initiative test. An entangled victim is considered prone target and suffers -10 to all tests (-20 if attacker pulls). Their best hope of escape it to wriggle free (Dex -10/-20), burst their bonds (Str -10/-20) or flee!

Fighting multiple opponents   

Victims can be simultaneously attacked by up to four separate opponents (front, left, right and rear). Victims can only attack and parry/dodge blows from attackers directly in front of them and from those at their quarters. Victims cannot attack nor parry/dodge blows dealt from behind.

Strike to Stun  

More accurate – targeting the victim’s head is less difficult, i.e. -10 WS instead of -20 WS. More effective – victim’s shock damage test (Toughness) suffers a -10% penalty.

Specialist Weapon - Parrying weapons  

Fighters are better at parrying with their off-hand (+10 WS) but only if the parrying weapon is smaller than their main Contrary to earlier interpretations of this skill, all weapons are subject to this new mechanic.

Injuries, healing & recovery

Quality of care determined by result of Heal Wounds test, i.e. awful / poor / fair / good * Tough (-20) for unskilled, routine for healers (Heal Wounds) and easier (+20) for physicians (Surgery) Extent of Local Risk of Heal First aid (few Day’s rest & Day’s rest + 30 min W Pain injury impact infection test* mins) = Int test night’s sleep = T test medi care = Int test Lightly ≥4 Sore Ow/Ow+1/+1/+2W aches/+1/+2/+3W puke/+1/+2/+3W wounded Heavily Easy 2-3 Hurts -1 / -10 -10 faint/Ow/+1/+2W -1/chills/pain/+1W -1/puke/+1/+2W wounded T test Severely Simple 0-1 Agony -2 / -20 -20† -1/unco/Ow/+1W -1W/deli/chills/pain -1/deli/puke/+1W wounded T test Critically Routine as above but also as above but also as above but also cf. Critical