WFRP 4e Combat
WFRP 4e Combat
WFRP 4e Combat
CRITICAL HIT
YES
Roll on Critical table
CRITICAL HIT
YES
Roll on Critical table
Defender reduced
to negative
Roll 01-05
Wounds?
Critical Success
Did you roll a
Treat SLs as the YES
double? Attack Hits
HIGHER of the SLs
rolled and +1 Reverse dice to
determine hit
location and
calculate Damage
Melee Attacker
NO (Attacker SLs +
Attacker SB +
Roll D100, compare with Weapon) –
Melee to calculate SLs. Add Do you have more SLs (Defender SLs + NO Gain 1 Advantage
1 SL per Advantage you than the Defender? Defender TB +
have. Armour)
Roll 96-00 NO
Critical Failure
Treat SLs as the
LOWER of the SLs Attack Ends
rolled and -1
Attack Misses Did you roll a FUMBLE
Is it a tie? NO YES
Lose all Advantage double? Roll on OOPS! table
NO
YES Attack Ends
Roll 01-05
CRITICAL HIT
Critical Success
Reverse dice to
Treat SLs as the HIGHER of Attack Misses Did you roll a
YES YES determine location
the SLs rolled and +1 Gain 1 Advantage double?
and roll on Critical
table
Defender
NO Is it a tie? reduced to zero NO
Wounds?
Defender gains
PRONE condition
YES Defence Ends
YES
UNCONSCIOUS after
TB rounds unless
healed
Attack Misses
Attack Ends