Warhammer FRP (4e) House Rules

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Reference Files

Consider all published rules for Warhammer FRP 4e intact, with the following documented adjustments:

Advantage and Disadvantage

Most of the adjustments are based around a fundamental alteration of Advantage mechanics. During any given test, you have either Advantage, Neutral, or Disadvantage. Consider them levels of +1, 0, and -1.

Disregard all mentions of Advantage in the official rules, as those no longer apply, and are replaced with these mechanics. As in, you do not lose Advantage when you take damage, you do not gain +1 Advantage when you win an Opposed test, etc. Advantage and Disadvantage is a state, not a currency.

  • All tests are Neutral to begin, you must have a modifier that gives either Advantage or Disadvantage.
  • If some modifier adds Advantage, consider it +1.
  • If some modifer add Disadvantage, consider it -1.
  • The net total is the effective Advantage level. Thus, having Advantage, and receiving a modifier that imposing Disadvantage causes the test to be Neutral. Two modifiers of Disadvantage would make the test with Disadvantage. Regardless of the modifiers, you cannot go above +1 or below -1 (no double Advantage, or double Disadvantage.
  • Advantage provides a bonus during a test – roll the test normally, but make two rolls. The player chooses which of the two rolls they wish to use, and the other is discarded. Typically that is the highest, but in some cases you may prefer the other.
  • Disadvantage provides a negative during a test – roll the test normally, but make two rolls. The opponent chooses which of the two rolls they wish to use, and the other is discarded.

Tests

All dice mechanics use a “roll low” style, similar if not identical to the published rules. This avoids confusion and abuse, swapping back and forth. The basic mechanic is Skill + Modifier vs a d100 dice roll. Subtract the roll from the net Skill level. If Positive, there is a success. If Negative, there is a failure. The Success Level equals the difference divided by 10, dropping the fractions (ie, Net Skill of 52 with a roll of 37 equals SL 1).

Any roll of 01 to 05 is automatically a Success, and may have other benefits based on the specifics (SL 1 if it would have failed otherwise). Any roll of 96 to 00 (100) is automatically a Failure, and may have other penalties based on the specifics (SL -1 if it would have succeeded otherwise). Any dice roll of doubles (11, 22, 33, etc) is a Critical – defined as a Critical Success if the roll is also a success, or a Fumble if the roll is also a failure.

  • Simple Tests
    • Simple Tests are used to determine if your character succeeds or fails at simple tests (leaping, charm, etc). Basic yes or no situations. Roll the dice, add your skill and any appropriate modifiers, and if you reach 101 or higher, you succeed. Anything lower is a failure.
  • Dramatic Tests
    • Dramatic Tests operate identically to Simple Tests, except in this case the margin of success or failure is important. After the results of the test are determined, determine the Success Level of the test. The higher the SL, the better the result. The lower the SL, the worse the failure.
  • Opposed Tests
    • Sometimes you match your capabilities directly against those of an opponent, in which case you have two parties rolling their skill tests. This is most common in a combat situation, but can be used in place of Dramatic Tests (instead of a modifier for a stubborn merchant, perhaps the player rolls their Haggle vs the Merchant’s Charm, etc).
    • In these cases, the “attacker” (whomever initiated the test) and the “defender” (whomever is working against the test) both roll their relevant skills. Both can succeed or fail, or it can be split. Determine the SL for both rolls – the higher SL “wins” the contest, to a degree determined by the relative SL (subtract the loser from the winner).
    • If the SLs are matched (both have the same success level), then compare the decimal values as the deciding factor. If that is still a tie, then the Attacker wins with SL 0.
    • For example – Salundra attempts to intimidate a group of guards attempting to prevent her escape. Salundra rolls Initimidate, the guards roll Leadership. Salundra scores SL 4, and the guards score SL 3. Salundra wins the test, with a net SL of 1, and pushes past the guards.
  • Extended Tests
    • Extended Tests operate like Dramatic Tests, but span over a lengthy time frame. In these cases, the GM defines the time interval and the total target SL, and after each interval, the player rolls their test. Any SL are added to the cumulative total. If the net total ever drops to SL 0, the test fails (but may be able to be restarted, depending on situation). Once the net total reaches the target SL, the task is completed successfully.
    • Extended Tests may be able to be “paused” in the middle and resume later, subject to GM interpretation, but generally any interruption forced the test to begin again from the beginning.
    • For example, Molli wants to pick a lock, to access a door and escape the guards. The GM defines the time increment as 1 round, and a target SL of 10. To add pressure, Molli knows they have 5 rounds before the next patrol arrives. They start making rolls each round, scoring SL 2, SL 3, SL -1, SL 4, and SL 2, finally reaching the target of SL 10 on the last round and ducking into the doorway as the guard rounds the corner.

Species Skills and Talents (pg 36)

  • Add Doom to all species: The Doom talent is a fundamental character definition – everyone is eventually doomed. As such, all Characters received the Doom talent, with a randomly determined fortune definition

Talents (pg 132)

  • Beat Blade: You are trained to make sharp controlled blows to your opponent’s weapon, creating an opportunity for an attack or simply impeding an incoming attack. As a Move action, with a successful opposed test, you may apply Disadvantage for the foe’s next attack against you. This applies only to a single test, and must be used before the end of your next activation. The foe must have a melee weapon for this skill to be usable, and be your size or smaller
  • Combat Master: Your accumulated years of combat experience allow you to keep lesser fighters at bay. For each level in this Talent, you count as one more size value (a Medium creature with 1 level would be Size Value 2). If your size value exceeds the total of your melee range foes, you gain +20 on your attacks.
  • Drilled: You have been trained to fight shoulder-to-shoulder with other soldiers. If an enemy attacks you when standing near an active ally with the Drilled Talent, you gain +20 on your Defense rolls. Your ally must be within the 2 yards for each level of Drilled you possess to benefit from this.
  • Furious Assault: Your blows follow one another in quick succession, raining down on your opponents with the fury of Ulric. Once per Round, if you hit an opponent in close combat, you may immediately spend you Move to make an extra attack (assuming you have your move remaining).
  • Relentless: When you have your mind set on a target, there is nothing anyone can do to stop you reaching them. You may Disengage from melee against a number of foes up to your level in Relentless each round.
  • Reversal: You are used to desperate combats, able to turn even the direst circumstance to your Advantage. As a Move action, if you win an Opposed Melee Test, your foe gains a -20 modifier to all Defenses. This applies only to a single test, and automatically expires after your next activation.
  • Shieldsman: You are skilled at using your shield to maneuver others in combat so you can take advantage of a desperate situation. For each level of Shieldsman, you may apply your Shield Armor Points against an additional attack per round.
  • Small: Small characters gain a +10 attack bonus for Melee Attacks, and a +10 on all Defense rolls. In all other situations, Small characters operate identically to Medium characters.

Combat

Attacking

  1. Roll to Hit – Opposed Test with the Defender
    • MELEE Attacks
      • To attack, perform an Opposed Melee Test with your Opponent. Whoever scores the highest SL wins. If you lose the Opposed Test, your Action is over.
      • Attacker – To attack, choose your attack from your available options. Apply any modifiers or adjustments from the combat modifiers tables. Then roll your part of the Opposed Test, and determine your SL (positive or negative).
      • Defender – To defend, choose your defense from the following options. Roll your part of the Opposed Test. Subtract your SL from the Attacker’s SL, to determine the net SL of the Attack.
        • Parry – To use a Parry defense, you must be receiving a Melee attack, and have a Weapon ready, or use your Brawling skill. You choose either your current Weapon skill or Brawling.
          • If your opponent is armed with a physical weapon (not attacking with Brawling), your Net Brawling skill is halved.
          • If you are armed with a two-handed weapon, your Net Weapon skill is halved.
        • Shield Block – To use a Shield Block defense, you must be holding a Shield (or Buckler for Melee only), or be adjacent to Solid Cover. Use your Basic Melee skill, with a modifier for your shield or cover type.
        • Dodge – To use a Dodge defense, you must be aware of the attack. Surprise attacks or unseen enemies cannot be dodged. Use your Dodge skill as your defense roll.
    • RANGED Attacks
      • To attack, perform an Opposed Ranged Test with your Opponent. Whoever scores the highest SL wins. If you lose the Opposed Test, your Action is over.
      • Attacker – To attack, choose your attack from your available options. Apply any modifiers or adjustments from the combat modifiers tables. Then roll your part of the Opposed Test, and determine your SL (positive or negative). If your action fails (SL is negative), then the attack has missed and your action is finished.
      • Defender – To defend, choose your defense from the following options. Roll your part of the Opposed Test. Subtract your SL from the Attacker’s SL, to determine the net SL of the Attack.
      • Dodge – To use a Dodge defense, you must be aware of the attack. Surprise attacks or unseen enemies cannot be dodged. Use your Dodge skill as your defense roll. This test has a minimum result of SL 0 (all fails result in SL 0), unless you roll a Fumble, which is SL -1.
      • Shield Block – To use a Shield Block defense, you must be holding a Shield (Bucklers do not function against Ranged attacks), or be adjacent to Solid Cover. Use your Basic Melee skill, with a modifier for your shield or cover type. This test has a minimum result of SL 0 (all fails result in SL 0), unless you roll a Fumble, which is SL -1.
      • No Defense – Optionally, if neither a Dodge or a Block are worthy gambles, you can simply choose to ignore the attack, and count as SL 0 for your defense. This accounts for particularly large or slow creatures who just ignore the attacks.
    • CRITICAL Attacks – if you score a Critical on your attack roll, your opponent receives an immediate Critical Wound. All other mechanics of the attack are applied normally in addition.
    • CRITICAL Defenses – if you score a Critical on your defense roll, you receive the following benefits:
      • Parry – The Melee strike is fully deflected, and no damage (or Criticals) are applied. Parry has no effect against Ranged attacks.
      • Shield Block – The strike is fully deflected, and no damage (or Criticals) are applied.
      • Dodge – The strike is fully deflected, and no damage (or Criticals) are applied.
      • Note – A Critical Defense defeats a Critical Attack
    • FUMBLE Attacks – if you score a Fumble on your attack roll, you have Fumbled your action. Roll immediately on the Oops! Table to determine your results. If you still win the opposed roll, all other mechanics of the attack are applied normally in addition.
    • FUMBLE Defenses – if you score a Fumble on your defense roll, you receive the following drawbacks:
      • Parry – Your defense leaves you unbalanced, and you may not use the Parry Defense until the end of your next activation.
      • Block – Your defense leaves your Shield down, and you may not Block further until the end of your next activation.
      • Dodge – You stumble, leaving yourself open to attack. Your dodge fails, and you score -1 SL beyond your normal result. All attacks against you, until the end of your next activation, automatically score a cumulative +1 SL each time you Fumble your Defense.
      • MISFIRE Attacks – If you are using a Blackpowder, Engineering, or Explosive weapon, and roll a Fumble which is also an even number – 00, 88, etc – your weapon has Misfired and exploded in your hands. You immediately take full Damage to your Primary Arm location using the units die as the effective SL for the hit, and your weapon is destroyed.
  2. Determine Hit Location
    • If you successfully hit (Net SL 0 or higher), find out where – reverse the roll to hit and compare this number to the Hit Locations table.
  3. Determine Damage
    • Once you have determined the hit location, work out how much Damage you deal. Each weapon has a Weapon Damage characteristic, typically your Strength Bonus for melee weapons, or a fixed number for ranged weapons. Take the Net SL of your Opposed Test and add it to the Weapon Damage of the weapon you are using. This final number is your damage.
  4. Apply Damage
    • Using the Damage and the Hit Location you struck, you now see how many Wounds your opponent loses from your attack. Subtract your opponent’s Toughness Bonus and any Armor Points protecting the Hit Location from your Damage. The remaining Damage is suffered as Wounds by your opponent. If this is 1 or less, your opponent shrugged off the worse of the attack and only loses 1 Wound. Should the Wounds lost exceed your opponent’s remaining Wounds total, your opponent takes a Critical Wound and gains the Prone condition.

Criticals and Armor

Wearing Armor is a means to protect yourself – not only does it reduce the incoming damage from strikes, but it can also be used to deflect a sudden killing strike.

If you suffer a Critical due to a double being rolled, you may opt to sacrifice your Armor. The Critical itself is discarded (the rest of the attack applies normally), and the Armor value of the impacted location is reduced by 1 until it is repaired or replaced. If there is no Armor on the affected location, you may not use this option, the Critical applies normally.

Critical results that occur when you are at 0 Wounds cannot be affected by this rule.

Deathblow

If you kill a melee opponent in a single blow (uninjured to dead), you may move into the space the character occupied and attack another opponent, if there is one available. You may keep doing this a number of times equal to your Weapon Skill Bonus, but may not attack the same Character more than once on the same Turn. Note – some creatures are so big they can activate this rule without killing any opponents.


Fate and Resilience

Characters gain their starting Fate and Resilience in Character Generation (see page 34). Both are related to pools of points: Fate to Fortune, Resilience to Resolve. You may spend your points to achieve small benefits, and these pools will refill over the course of play. You spend your Fate or Resilience points for a significant benefit during play but this permanently reduces them and also reduces the associated pool of Fortune or Resolve
points. While Fate and Resilience points may be regained, this occurs only rarely, so spend them carefully.

Regaining Fate and Fortune

You regain all Fortune points only after taking a “restful break”. This is typically a full nights rest, but must be done while relaxing and not under fear or duress. Think of this as letting your guard down for a night of partying, rather than posting a watch in case you are murdered. Only when you can truly relax do you regain your Fortune.

The GM will determine when you gain a new point of Fate, which is typically after major chapters of the storyline are accomplished

Regaining Resilience and Resolve

CURRENTLY – You regain all Resolve points only after taking a “restful break”. This is typically a full nights rest, but must be done while relaxing and not under fear or duress. Think of this as letting your guard down for a night of partying, rather than posting a watch in case you are murdered. Only when you can truly relax do you regain your Resolve.

FUTURE – You regain all Resolve points only after following your Motivation. This is determined by your chosen Religion (or lack there of), and represents following your beliefs. By believing in a higher power, or the lack thereof, your regain your Resolve to push on.

The GM will determine when you gain a new point of Resilience, which is typically after major challenges of the storyline are accomplished.


Corruption

No-one is left unscathed by exposure to the Ruinous Powers. Eventually, even the strongest fall, their mind and bodies twisted into new unrecognizable forms.

  • Should you ever gain more Corruption points than your Willpower Bonus plus your Toughness Bonus, immediately attempt a +0 Endurance Test. If passed, you have managed to hold off your corruption for now, but must Test again next time your gain Corruption Points. For each point beyond this limit, there is a -10 penalty on this roll – even the strongest will succumb. So at Willpower Bonus + Toughness Bonus +3, you attempt the check at -20 (2 points past the threshold).
  • In any given round, you are only required to make a single test, regardless of the amount of corruption gained. Once passed (or failed), no further tests are required until more corruption is gained.
  • If you fail the Corruption test, you immediately gain a new Corruption (pg 183), and subtract your Willpower Bonus points worth of Corruption from your total.
  • If you ever gain more Physical Mutations than your Toughness Bonus, or more Mental Corruptions than your Willpower Bonus, you have fallen to Chaos. Your character isnt “dead”, but is now an NPC for the GM. Start a new character per the campaign mechanics as if you had died.

These are all the current house rules, written for our current iteration of the campaign. As additional alterations become necessary, I will add to the list, or update previous postings.