Difficulty Modifiers
Very Easy: +60
Easy: +40
Average: +20
Challenging: No modifier
Difficult: -10
Hard: -20
Very Hard: -30
Udgangspunktet er +20 på en test. Det gælder ikke ved contested rul eller når Reno siger andet.
Shared quick-reference tools for the group
Difficulty, assistance and Success Levels
Very Easy: +60
Easy: +40
Average: +20
Challenging: No modifier
Difficult: -10
Hard: -20
Very Hard: -30
Udgangspunktet er +20 på en test. Det gælder ikke ved contested rul eller når Reno siger andet.
Adds +10 per assistant.
Assistant must have at least one Advance in the Skill.
Maximum assistants = relevant Characteristic Bonus.
> +5: Astounding Success — Yes, perfectly!
+4 to +5: Impressive Success — Yes, and…
+2 to +3: Success — Yes
+0 to +1: Marginal Success — Yes, but…
-0 to -1: Marginal Failure — No, but…
-2 to -3: Failure — No
-4 to -5: Impressive Failure — No, and…
< -5: Astounding Failure — No, not in any way!
Compare the Skill tier after modifiers with the rolled tier. The difference determines SL.
Charm: +10 if higher Tier, -10 if lower Tier.
Begging: +10 if lower Tier.
Intimidate: +10 if higher Tier.
Gossip: -10 if at different Tiers.
Leadership: +10 if one Tier higher, +20 if two Tiers higher.
Die Another Day: Instead of dying, be knocked out / left for dead.
How Did That Miss?: Avoid one instance of incoming Damage.
I Deny You!: Choose not to develop a mutation; lose no Corruption.
I Will Not Fail!: Choose the result of a Test; minimum 1 SL in Opposed.
Reroll a failed Test.
Add +1 SL to a Test after the roll.
At the start of the round, choose when to act, ignoring Initiative.
Immune to Psychology until end of next round.
Ignore all Critical Wound modifiers until start of next round.
Remove 1 Condition; if Prone is removed, regain 1 Wound.
Dark Deals: Gain 1 Corruption to reroll a failed Test.
Corrupting Influences: Challenging Cool or Endurance Test.
If Corruption > WPB + TB: Challenging Endurance Test. On failure, roll on Corruption Table and reduce Corruption by WPB.
Minor influence needs 1 SL; Moderate needs 2 SL; Major needs 3 SL.
Examples include Daemons, Warpstone, Chaos-tainted artefacts, dark emotions and environments steeped in Dhar.
-20 to Fellowship Tests. If you fail a Cool Test, socially or physically attack with +1 SL. Cool Test each round to stop.
-1 SL to all Tests against the source of Fear.
Cool Test (+0) to approach the source.
If the source approaches and the Cool Test fails, gain Broken.
Extended Cool Test at end of each round; requires Fear Rating SL.
WP Test to initiate. Move at full Movement towards the enemy; +1 Strength Bonus; Free Action melee attack. Gain Fatigued when it ends.
Will not socially interact. If Cool fails, must physically attack with +1 SL. Immune to Fear and Intimidate. Cool Test each round to stop.
-10 to Fellowship Tests. If Cool fails, socially insult the target. Cool Test each round to stop.
If Cool fails, gain Broken Conditions equal to Terror Rating + failed SL. Then apply Fear of the same rating.
At end of every Round suffer 1d10 Wounds, modified by TB and AP on the least protected Hit Location, minimum 1.
Each extra Ablaze adds +1 Damage.
Remove with Athletics; each SL removes an extra Ablaze.
Lose 1 Wound at end of every Round, ignoring modifiers.
At 0 Wounds, fall Unconscious. 10% chance of dying per Bleeding Condition each Round.
Heal Test removes one per SL; healing magic/prayer removes one per Wound healed.
When all Bleeding is removed, gain 1 Fatigued.
-10 to sight-based Tests. Opponents in close combat gain Advantage.
Remove 1 Blinded every other Round.
Must run away as fast as possible until out of enemy sight; then hide.
-10 to Tests not involving running/hiding.
If unengaged, Cool Test at end of Round removes one per SL. A full Round hiding out of sight removes 1.
When all Broken is removed, gain 1 Fatigued.
-10 to hearing-based Tests.
Remove 1 Deafened every other Round.
May not Move. Actions involving movement suffer -10.
Action: Opposed Strength Test against the source; remove one per SL.
-10 to all Tests.
Usually removed by rest, a spell or divine effect.
At end of each Round lose 1 Wound, ignoring modifiers, and suffer -10 to all Tests.
At 0 Wounds you cannot heal until all Poisoned is removed.
If Unconscious, make Endurance after TB Rounds or die.
Endurance or Heal Test removes one per SL. When all Poisoned is removed, gain 1 Fatigued.
Move can only be used to stand or crawl at half Movement.
-20 to movement-based Tests. Melee attackers gain +20 to hit.
Cannot take an Action; may move at half Movement.
-10 to all Tests. Opponents in melee have Advantage.
End of Round: Challenging Endurance removes one per SL. Gain 1 Fatigued if you do not already have one.
No Action or Move and cannot defend in Opposed Tests.
Melee attackers gain Advantage.
Removed at end of Round or after the first attempt to attack you.
Can do nothing and are unaware of surroundings.
Melee / point-blank attacks automatically hit.
When removed, gain Prone and Fatigued.
Walking: M×2.
Running: M×4.
Sprint: Action in addition to running. Average Athletics; move additional M×4 + SL yards.
Easy Climbing: M/2; Action + Average Climb for additional M + SL yards.
Hard Climbing: Action + Climb Test for M/2 + SL yards.
Leap: M in feet. Average with run-up, otherwise Challenging Athletics; each SL adds 1 foot. 0 SL = 6 inches.
Take 3 Damage per yard fallen +1d10 - TB.
If Wounds > TB, gain Prone.
Average Athletics reduces effective fall distance by 1 yard + 1 per SL.
Fleeing: opponent gains 1 Advantage and may make 1 free unopposed Melee attack. Challenging Cool or gain Broken per SL below 0. Then move up to Run Movement.
Disengaging with Advantage: drop Advantage and move away safely.
Without Advantage: use Action for Opposed Dodge/Melee. On success gain +1 Advantage; on failure opponents who beat you gain +1 Advantage and stop your escape.
Worn armour/clothing/jewellery drops Encumbrance by 1.
Up to limit: no penalty.
Up to double limit: -1 Movement (min 3), -10 Agility, +1 Travel Fatigue.
Up to triple limit: -2 Movement (min 2), -20 Agility (min 10), +2 Travel Fatigue.
More than 3× limit: cannot move.
Movement penalties apply immediately and disappear only when equipment is dropped.
+10 when firing the weapon.
Target must pass Average Cool (+20) or gain Broken.
All targets within the rating radius take Damage.
+1 Encumbrance; if armour, double Fatigue penalties.
Use higher of units die or SL when determining Damage.
Any failed Test where a 9 is rolled is a Fumble.
+1 SL to Melee Tests when defending.
Instead of Damage, force opponent back 1 yard per SL.
+Durable damage and 9+ save to avoid instant breakage.
Instead of Damage, inflict Entangled Conditions equal to Strength.
Choose when to act ignoring Initiative; defenders suffer -10 on Melee Tests.
Impressive appearance.
Can be worn under non-Flexible armour.
When wounding, damage a piece of armour/shield by 1 AP.
Add units die to Damage.
Critical Hit on rolls ending in 0 as well as doubles. Ranged missiles may lodge.
Ignore Critical Wounds caused by an odd-numbered roll.
-1 SL when attacking.
Ignore non-metal AP; ignore first point of other armour.
Can attack in Close Combat.
+1 SL to successful attack Tests.
On a Head hit, Opposed Strength/Endurance. If attacker wins, target gains Stunned.
Even-numbered hits or Critical Hits ignore the partial armour’s AP.
Holds rating shots before reloading.
Extended Ranged Test; SL required = rating.
Rating AP everywhere; rating 2+ can oppose missiles.
Breaks on failed double; armour breaks on Critical Hit.
Always strike last; defenders gain +1 SL.
Damaging or Impact only when charging.
If you Critical while defending, may make Opposed Strength Test using SL from Melee Test; success disarms blade.
Occasionally -10 Fellowship.
Will not break or lose edge.
All AP doubled; no minimum 1 Wound.
-1 SL on failed Tests; armour doubles penalties.
Criticals from Impale weapons ignore AP.
Defending Melee Tests suffer -1 SL.
At 0 Wounds: gain Prone immediately and Unconscious in TB rounds if not healed.
Below 0 Wounds: roll on the Critical Table.
If negative Wounds are less than TB: -20 on the Critical roll.
If negative Wounds exceed TB×2: +20 on the Critical roll.
Death: Unconscious + 0 Wounds + more Critical Wounds than TB = die at end of Round.
Armour can ignore a Critical Wound by sacrificing 1 AP; declare before Critical roll.
Minor Limb: limb unusable; treat as severed.
Minor Head: -30 all spoken Language Tests.
Minor Body: -30 Strength and Agility; Movement halved.
Minor: -10 to relevant Tests; Movement halved if Leg.
Major: same, but -20.
On a Critical Wound with amputation, make Endurance.
Fail to -1 SL: Prone.
-2 to -3 SL: Stunned.
-4 SL or worse: Unconscious.
One Wound cannot heal until Surgery.
Very Easy Endurance (+60) or contract a Minor Infection.
Arm/Hand: -20 relevant Tests; cannot use 2-Handed weapons.
Ear: -5 Fellowship per ear if visible; -20 relevant Perception if both lost.
Eye: -5 Fellowship per visible socket; -30 relevant Tests if both lost.
Finger: increased fumble chance; -5 relevant Tests per finger; 4 fingers lost = severed hand.
Leg/Foot: Movement halved; -20 mobility Tests. No Dodge if leg lost.
Nose: -20 Fellowship, -30 relevant Perception.
Teeth: -1 Fellowship per 2 teeth; no solids if more than half lost.
Toe: -1 Agility and WS per toe.
Tongue: automatic failure on spoken Language Tests.
Natural Healing: Average Endurance (+20) after good sleep heals TB+SL Wounds. Taking it easy during the day heals an additional TB.
Assisted Healing: healer Int Bonus + SL Wounds, once per encounter.
Natural: 30+1d10 days; Average Endurance. Failure may cause permanent -5 Agility or spoken Language depending on location.
Assisted: Average Heal within 1 week avoids need for Endurance.
Major: +10 days; all Tests Challenging; failure penalty -10.
Minor: 30 - TB days. Heal Test reduces by 1 + SL days.
Major: after 30 - TB days penalty drops to -10; after another 30 - TB days it heals. Heal Test has no effect.
Heal Tests outside combat when there is time to perform proper surgery.
Can treat Critical Wounds marked as requiring Surgery.
Extended Challenging Heal; target SL usually 5–10.
Each Test causes 1d10 Wounds and 1 Bleeding Condition.
After Surgery, Average Endurance (+20) or gain Minor Infection.
If you receive a Critical Wound, test Endurance +60 or gain Minor Infection.
Incubation 1d10 days; duration 1d10 days.
Symptoms: Lingering (+40), Malaise, Wounded.
After combat with a creature with Infected, test Endurance +40 or gain Festering Wound.
Incubation 1d10 days; duration 1d10 days.
Symptoms: Fever, Lingering (+0), Malaise, Wounded.
Blight: daily Endurance or die; difficulty varies by severity.
Buboes: -10 physical and visible/smell-based Fellowship Tests.
Convulsions: -10 physical Tests; worse at higher severity.
Coughs and Sneezes: exposes others once per hour.
Fever: -10 physical and Fellowship; Severe causes Unconscious.
Flux: urgent bowel attacks; worse by severity.
Gangrene: progresses by failed Endurance; may require amputation.
Lingering: at end of duration, Endurance may extend illness or cause Festering Wound/Blood Rot.
Malaise: Fatigued until recovered.
Nausea: failed physical movement Test causes Stunned.
Pox: -10 Fellowship; may scar.
Wounded: one Wound per symptom cannot heal; daily Endurance or risk Festering Wound.
Delirium: hourly WP Test; effects include sleep, Stunned, Terror.
Swelling: effects depend on location; may count as amputated for Arm/Leg.
Next Melee or Ranged attack gains +20.
For Ranged only, each extra Action spent aiming adds +5, up to +40 total.
Target must stay in range and you must not be Interrupted.
Attack once with a readied weapon.
Until next Turn: +20 attacking Weapon Tests, -20 Reactive or Free Tests.
Until next Turn, +40 to Melee and Dodge used to Oppose incoming attacks.
Win Opposed Melee (Brawling)/Melee or Melee (Basic)/Melee with Shield to push opponent 2 yards.
May follow into vacated space.
If pushed into obstacle and Dodge fails: either Prone or suffer SL+SB-4 Damage.
If one party Fumbles, the other gains a Free Attack.
Draw/retrieve a weapon, object or ingredient. May put one held item away at same time.
Drawing from a scabbard may be a Free Action.
Can also drink a potion or coat a weapon in poison.
Use a Skill to determine an outcome, such as Channelling, Command, Language (Magick), Melee, Pray or Ranged.
If modified Skill is above 100, you may Test it twice by Testing against half its value, rounded down.
Move at Cautious Movement rate and automatically use Perception to spot traps, ambushers and similar.
See WFRP4 page 166.
Move up to Cautious Movement rate, then mount a riding beast, coach, cart or similar.
Move up to Standard Move rate.
If Prone, get to your feet and move up to Cautious Movement rate.
Move up to Standard Movement and Oppose Melee (Brawling)/Melee or Melee (Basic)/Melee with Shield.
On success push opponent 2 yards and optionally move another Standard Move, ignoring their Deathzone.
Obstacle + failed Dodge: Prone or SL+SB-4 Damage.
Move up to Charge Movement by shortest sensible route and immediately attack in melee.
If target was at least 4 yards / 2 squares away at start, gain +20 to Melee attacks against that target until next Turn.
Until next Turn, you can interrupt any Character’s Turn with an Action or Move.
Opposed Melee Test against all opponents in your Deathzone.
For each opponent you beat, ignore that Deathzone this Turn, then move up to Standard Movement.
Move up to Charge rate.
Move up to Charge Movement if starting and ending in cover.
Count as benefiting from cover for the duration of the move.
Opposed Melee Test. Winner decides whether combat continues normally or becomes In-fighting.
In In-fighting, weapons longer than Short count as Improvised and cannot Oppose incoming attacks.
Athletics Test. Sprint SL + Running Movement rate yards.
Until next Turn, Melee Tests to hit you gain +20.
Uses Move and Action.
Roll Dodge. On success move up to Standard Movement in chosen direction.
If this exits the area effect, take half Damage. Critical success means no Damage.
Gain Prone.