WARHAMMER FANTASY ROLEPLAY 4TH EDITION

WFRP PLAYER HUB

Shared quick-reference tools for the group

THE EMPIRE ENDURES
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TESTS & DIFFICULTY

Difficulty, assistance and Success Levels

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.

Assistance

Adds +10 per assistant.

Assistant must have at least one Advance in the Skill.

Maximum assistants = relevant Characteristic Bonus.

Success Levels

> +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.

Status & Social Tier

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.

FATE, FORTUNE & CORRUPTION

Fate Point Use

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.

Fortune Point Use

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.

Corruption

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.

PSYCHOLOGY

Animosity

-20 to Fellowship Tests. If you fail a Cool Test, socially or physically attack with +1 SL. Cool Test each round to stop.

Fear

-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.

Frenzy

WP Test to initiate. Move at full Movement towards the enemy; +1 Strength Bonus; Free Action melee attack. Gain Fatigued when it ends.

Hatred

Will not socially interact. If Cool fails, must physically attack with +1 SL. Immune to Fear and Intimidate. Cool Test each round to stop.

Prejudice

-10 to Fellowship Tests. If Cool fails, socially insult the target. Cool Test each round to stop.

Terror

If Cool fails, gain Broken Conditions equal to Terror Rating + failed SL. Then apply Fear of the same rating.

CONDITIONS

Ablaze

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.

Bleeding

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.

Blinded

-10 to sight-based Tests. Opponents in close combat gain Advantage.

Remove 1 Blinded every other Round.

Broken

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.

Deafened

-10 to hearing-based Tests.

Remove 1 Deafened every other Round.

Entangled

May not Move. Actions involving movement suffer -10.

Action: Opposed Strength Test against the source; remove one per SL.

Fatigued

-10 to all Tests.

Usually removed by rest, a spell or divine effect.

Poisoned

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.

Prone

Move can only be used to stand or crawl at half Movement.

-20 to movement-based Tests. Melee attackers gain +20 to hit.

Stunned

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.

Surprised

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.

Unconscious

Can do nothing and are unaware of surroundings.

Melee / point-blank attacks automatically hit.

When removed, gain Prone and Fatigued.

MOVEMENT & ENCUMBRANCE

Basic Movement

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.

Falling

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 & Disengaging

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.

Encumbrance

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.

EQUIPMENT QUALITIES & FLAWS

Accurate

+10 when firing the weapon.

Blackpowder

Target must pass Average Cool (+20) or gain Broken.

Blast (Rating)

All targets within the rating radius take Damage.

Bulky

+1 Encumbrance; if armour, double Fatigue penalties.

Damaging

Use higher of units die or SL when determining Damage.

Dangerous

Any failed Test where a 9 is rolled is a Fumble.

Defensive

+1 SL to Melee Tests when defending.

Distract

Instead of Damage, force opponent back 1 yard per SL.

Durable

+Durable damage and 9+ save to avoid instant breakage.

Entangle

Instead of Damage, inflict Entangled Conditions equal to Strength.

Fast

Choose when to act ignoring Initiative; defenders suffer -10 on Melee Tests.

Fine

Impressive appearance.

Flexible

Can be worn under non-Flexible armour.

Hack

When wounding, damage a piece of armour/shield by 1 AP.

Impact

Add units die to Damage.

Impale

Critical Hit on rolls ending in 0 as well as doubles. Ranged missiles may lodge.

Impenetrable

Ignore Critical Wounds caused by an odd-numbered roll.

Imprecise

-1 SL when attacking.

Penetrating

Ignore non-metal AP; ignore first point of other armour.

Pistol

Can attack in Close Combat.

Precise

+1 SL to successful attack Tests.

Pummel

On a Head hit, Opposed Strength/Endurance. If attacker wins, target gains Stunned.

Partial

Even-numbered hits or Critical Hits ignore the partial armour’s AP.

Repeater (Rating)

Holds rating shots before reloading.

Reload (Rating)

Extended Ranged Test; SL required = rating.

Shield (Rating)

Rating AP everywhere; rating 2+ can oppose missiles.

Shoddy

Breaks on failed double; armour breaks on Critical Hit.

Slow

Always strike last; defenders gain +1 SL.

Tiring

Damaging or Impact only when charging.

Trap Blade

If you Critical while defending, may make Opposed Strength Test using SL from Melee Test; success disarms blade.

Ugly

Occasionally -10 Fellowship.

Unbreakable

Will not break or lose edge.

Undamaging

All AP doubled; no minimum 1 Wound.

Unreliable

-1 SL on failed Tests; armour doubles penalties.

Weakpoints

Criticals from Impale weapons ignore AP.

Wrap

Defending Melee Tests suffer -1 SL.

WOUNDING & INJURY

When Wounds Reach 0 / Below 0

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.

Broken Bones

Minor Limb: limb unusable; treat as severed.

Minor Head: -30 all spoken Language Tests.

Minor Body: -30 Strength and Agility; Movement halved.

Torn Muscles

Minor: -10 to relevant Tests; Movement halved if Leg.

Major: same, but -20.

Amputation

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.

HEALING & DISEASE

Wounds

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.

Broken Bones

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.

Torn Muscles

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.

Surgery

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.

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.

Festering Wound

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.

Disease Symptoms

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.

ACTIONS, MOVES & REACTIONS

Aim

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.

Assault

Attack once with a readied weapon.

Until next Turn: +20 attacking Weapon Tests, -20 Reactive or Free Tests.

Defend

Until next Turn, +40 to Melee and Dodge used to Oppose incoming attacks.

Push

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.

Ready

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

Use a Skill to determine an outcome, such as Channelling, Command, Language (Magick), Melee, Pray or Ranged.

Flurry

If modified Skill is above 100, you may Test it twice by Testing against half its value, rounded down.

Creep

Move at Cautious Movement rate and automatically use Perception to spot traps, ambushers and similar.

Jump

See WFRP4 page 166.

Mount

Move up to Cautious Movement rate, then mount a riding beast, coach, cart or similar.

Move

Move up to Standard Move rate.

Stand

If Prone, get to your feet and move up to Cautious Movement rate.

Barge

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.

Charge

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.

Delay

Until next Turn, you can interrupt any Character’s Turn with an Action or Move.

Disengage

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.

Double Time

Move up to Charge rate.

Take Cover!

Move up to Charge Movement if starting and ending in cover.

Count as benefiting from cover for the duration of the move.

Step In / Out

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.

Run

Athletics Test. Sprint SL + Running Movement rate yards.

Until next Turn, Melee Tests to hit you gain +20.

Dive — Reaction

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.

Source: WFRP4e Cheatsheets.pdf supplied for this campaign.