core rules (faq)

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This document uses the following shorthand for book titles and products:  AT ª – The Adventurer’s Toolkit T oA ª – Tome of Adventure T oB ª – Tome of Blessings T oM ª – Tome of Mysteries  WFRP ª – the Warhammer Fantasy Roleplay Rulebook W  arhammer F  antasy  r  oleplay C  ore s  et   Q: t  he paCkaging sleeve mentions 1 54  aCtion  Cards ,  but i  only  have 1 52  aCtion  Cards. am i missing  any ? There are only 152 action cards in t he core set. The component list on the back of the overw rap sleeve indicates 154 action cards,  which is incorrect. The space for those 2 cards was used to create an additional party sheet so there are actually 5 par ty sheets in the core set rather than 4 as listed on the outer sleeve. WFrp r  ulebook , p . 30 Under the poor and comfortable entries for starting character  wealth, the light crossbow listed should be crossbow. WFrp r  ulebook , p . 43 Under the Other Opposed Check Modiers list in the Opposed Check Difculty table, when the Opposition has a Relevant Skill , it should read: +1 misfortune die  per skill level . WFrp r  ulebook , p . 60 The turn ex ample indicates that Accurate Shot requires prepara- tion. That is incorrect. Accu rate Shot does n ot require prepara- tion. However, assuming an additional manoeuvre were needed to perform the action, the rest of the example is accu rate. WFrp r  ulebook , p . 7 4 The Fast item quality printed in t he rulebook is incorrect. No recharge tokens are acquired if the act ion misses. The following is the correct description: These weapons are generally easy to wield and agile.  Attacks made with weapons with the fast quality gain: ¬ Place one fewer recharge token on th is action WFrp r  ulebook , p . 80 In the entry for Trade Tools  , the sentence starting “Scarce trade tools include looms, spinning wheels, razors, smith ’s ton gs and hammers... (etc)” should instead read “  Rare trade tools include looms, spinning wheels, razors, smith ’s tongs and hammers... ( etc )” There is no Scarce rarity level.  t  ome  oF a  dventure, C  hapter s  even Many of the bestiary entries feature a white fortune die next to some of the characteristics for creatures. These are added to dice pools based on that characteristic, just as they are for player charac- ters, but are not added to the characteristic when determining the characteristic’s rating. For example, an entry with a Strength listed as 5 starts with ve characteristic dice and one fortune die when creating a dice pool  based on Strength, but has a Strength of 5 for al l other purposes, such as when determining damage potential.  C  omponents & C  ards i  nsanity C  ard: u  nhinged There is a misprint on the Unhinged Insanity card: Trait should read Enigma, Supernatural .  t  alent C  ard: i  Cy s  tare There is a misprint on the Icy Stare reputation talent. Average (1d) should read Average (2d) . last u pdated 5/7/10 1    F    r    e    Q    u    e    n    t    l    y    a    s    k    e    d    Q    u    e    s    t    i    o    n    s ® TM  e  rrata & r  ules F a Q

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Page 1: Core Rules (Faq)

8/8/2019 Core Rules (Faq)

http://slidepdf.com/reader/full/core-rules-faq 1/11

This document uses the following shorthand for book titlesand products:

 ATª – The Adventurer’s Toolkit 

ToA ª – Tome of AdventureToBª – Tome of Blessings

ToMª – Tome of Mysteries

 WFRPª – the Warhammer Fantasy Roleplay Rulebook

W arhammer F antasy  r oleplay C ore s et

  Q: t he paCkaging sleeve mentions 154 aCtion  Cards,  but i  only  have 152  aCtion  Cards. am i missing  any?There are only 152 action cards in t he core set. The componentlist on the back of the overwrap sleeve indicates 154 action cards, which is incorrect. The space for those 2 cards was used to createan additional party sheet so there are actually 5 party sheets in thecore set rather than 4 as listed on the outer sleeve.

WFrp r ulebook, p. 30Under the poor and comfortable entries for starting character wealth, the light crossbow listed should be crossbow.

WFrp r ulebook, p. 43Under the Other Opposed Check Modiers list in the OpposedCheck Difculty table, when the Opposition has a Relevant Skill ,it should read: +1 misfortune die per skill level .

WFrp r ulebook, p. 60The turn ex ample indicates that Accurate Shot requires prepara-tion. That is incorrect. Accurate Shot does not require prepara-tion. However, assuming an additional manoeuvre were needed toperform the action, the rest of the example is accurate.

WFrp r ulebook, p. 74The Fast item quality printed in t he rulebook is incorrect. No

recharge tokens are acquired if the act ion misses. The following isthe correct description:

These weapons are generally easy to wield and agile. Attacks made with weapons with the fast quality gain:

¬ Place one fewer recharge token on th is action

WFrp r ulebook, p. 80In the entry for Trade Tools , the sentence starting “Scarce tradetools include looms, spinning wheels, razors, smith ’s tongs andhammers... (etc)” should instead read “ Rare trade tools includelooms, spinning wheels, razors, smith ’s tongs and hammers... (etc)”There is no Scarce rarity level.

 t ome  oF a dventure, C hapter s even

Many of the bestiary entries feature a white fortune die next tosome of the characteristics for creatures. These are added to dicepools based on that characteristic, just as they are for player charac-ters, but are not added to the characteristic when determining thecharacteristic’s rating.

For example, an entry with a Strength listed as 5 ∆ starts with vecharacteristic dice and one fortune die when creating a dice pool based on Strength, but has a Strength of 5 for al l other purposes,such as when determining damage potential.

 C omponents & C ards

i nsanity C ard: u nhinged

There is a misprint on the Unhinged Insanity card: Trait shouldread Enigma, Supernatural.

 t alent C ard: i Cy s tare

There is a misprint on the Icy Stare reputation talent. Average (1d) should read Average (2d).

last u pdated 5/7/10

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TM

 e rrata & r ules FaQ

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 (neW) t alent C ard: a Qshy  l ore  oF Fire o rder C ard

This tex t on the card has been changed to read:

 When you perform a Bright Order Spell act ion that deals damage,for each 1 additional power you spend you may increase the dam-age caused by that Spell action by 1.

 A low rez and high rez PDF version of the corrected card is avail-able on the WFRP Support Page.

 (neW) m elee a ttaCk a Ction  C ard: d ouble s trike

The Double Strike action card has been revised to address its gameimbalance with other melee cards. A low rez and high rez PDF ver-sion of the corrected card is available on the WFRP Support Page.

 (neW) r anged a ttaCk  a Ction C ard: r apid Fire

The Rapid Fire action card has been rev ised to address its game im-

 balance with other melee cards. A low rez and high rez PDF versionof the corrected card is available on the WFRP Support Page.

 r ules C lariFiCations

Following are ans wers to common questions and additional infor-mation to clarify several topics, listed alphabetically by topic. Play-ers should keep in mind that Warhammer Fantasy Roleplay has beendesigned with a broad rules f ramework based on both consistency  between dierent game functions and common sense.

The rules have been developed to empower GMs to easily modify,

arbitrate, and manage the game within a set of simple guidelines,adjusting the game as he sees t to deliver the best play ex periencefor his group.

 a Ctions: b anes & b oons

Banes and boons can still be triggered if the corresponding actionfails. In some cases (particularly on attack action cards) the booneect modies a successful action. In this case, tr iggering those boon eects will ser ve no purpose, and players are advised to spendtheir boons on other eects, wh ich can include generic or impro- vised eects if approved by the GM.

For example, a boon eect t hat triggers “+2 damage” on an attack action would have no eect if the action itself fai led. However, a boon eect that triggered “You may perform a free manoeuvre”could still be t riggered and resolved even on a failed action.

 a Ctions: d eFault C hallenge l evel

Unless indicated otherwise, the default chal lenge level for Melee Attack and Ranged Attack actions is Easy (1d). Unless indicatedotherwise, the default diculty for other actions, such as casting aspell or invoking a blessing, is Simple (0d). The GM is still the nalarbiter of a task’s challenge level, and may adjust these to suit thestory and the particular task at hand.

 An act ion that is listed as “vs. Target Defence” is not an opposedcheck – it is based on the Easy (1d) default diculty, similar to how Melee Attack and Ranged Attack actions are resolved. In addition tothis default dicu lty, the dice pool may be modied by the target’sDefence rating, as well as by the action’s diculty modier.

The dice pool for a check may be further inuenced by the action’sdicult y modier. An action that is opposed by a target’s char-acteristic uses the opposed check dicult y rules rather than thedefault challenge levels noted above.

 All three highlighted sections aect this spell ’s dice pool. So if this actionis used against a target with a Defence rating of 1, the GM adds a totalof  ∏ ∏ ∆ to the action’s dice pool.

 a Ctions: r eaCtions & immediate use

The Reaction trait itself confers no special meani ng (see G ame 

Term : TraiT for more information on traits). However, some cards bearing the Reaction trait feature eects that can be used immedi-ately in response to a triggering event of some sort. These special

responses do not count as a character’s action. They are performed while a dierent character is being managed by the Active Player.

 Any number of im mediate use actions/responses can be activated when an appropriate triggering act occurs. For exa mple, a PC couldattempt to apply Dodge, Parry, and Block al l against the sameincoming melee attack.

 a Ctions: s uCCess line s eleCtion

 A player may choose one success line from among all t he lines hischaracter is elig ible for, based on the number of success symbolsgenerated. For example, on an action with both a æ and a æææ success line, the player may choose either success line to activate if hisaction pool generates at least three successes.

 C areer t ransitions: l eaving  a “C asting” C areer

If a character chooses to leave a priest or wizard career, mechani-cally he does not lose the ability to invoke blessings or cast spells.However, he does lose access to the corresponding Faith or Orderspecialty card if his current career does not have the appropriatesocket to hold the specialty card.

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If the character has t he proper skills acquired or tra ined, favour/power can still be generated and blessings/spells can st ill beperformed – just without the benet of the ability granted by theFaith/Order card.

From a setting standpoint, such a career transition is highly un-usual. Leav ing an established Empire Cult or the Colleges of Magic would meet with suspicion, questions, and possibly persecution. A wizard leavi ng the sanctioned and approved Colleges of Magiccould well be branded a hedge wizard, sorceror, or dangerous ren-egade and nd himself targetted by zealous Witch Hunters.

 C haraCter C reation:s tarting s kills & a bilities

 While a PC’s initial career has some inuence during the charactercreation process, investments made during character creation donot count toward career completion.

However, skil ls trained duri ng character creation do count towardsthe limit of one rank of skill training per character rank.

 C haraCter d evelopment:

 Fixed

C areer

a dvanCes

The four xed advances on the top of t he Advancement Worksheetdo not count “against” the available advancement options listed onthe front of the career sheet.

This means that a career that does not have Wound Thresholdlisted on the advances section on the front of the sheet (such asthe Student) still has access to +1 Wound Threshold via the xedadvance slot oering that benet.

Likewise, a career like Roadwarden (with one wound thresholdlisted in t he advances section on the front of the career sheet) couldacquire two additional wound threshold advances during his careeras a Roadwarden – one from the advances section on t he front of 

the career sheet, one from the xed career advances in the Ad-  vancement Worksheet.

 C haraCter d evelopment: C ompleting  a C areer & d ediCation

Once a PC has all ten advance lines l led/checked o on theGeneral Career Advances portion of the Advancement Worksheet,the PC has eectively completed that career. He may then spendan advance to check o the Dedication Bonus box under CareerCompletion Advances. and receive the Dedication Bonus awards asdetailed on WFR P page 37.

Note that the dedication bonus is an advance, just li ke any other

career benet – the character has simply “unlocked” access to thatspecial advance by completing his current career, but he must stillinvest in its purchase, as he would to acquire any of the GeneralCareer Advances.

Once all ten advances have been crossed o on the General Career Advances, the career has nothing else to oer the character – any furt her development he wishes to pursue while in t hat career would be considered a non-career advance... it may be time to look for anew career that oers new opportunities for self-improvement.

 C haraCter d evelopment: C haraCteristiC upgrades

This entry includes several corrections to previous rules for charac-teristic upgrades.

improving p rimary C haraCteristiCs  For  a C areer

If a PC chooses to improve one of his career’s primary characteris-tics, he must invest Open Career Advances toward the character-istic upgrade. For example, if a PC is i n a career where Strength is aprimary characteristic, and he chooses to increase his Strength 4 toStrength 5, he must invest a total of ve Open Career Advances.

This cannot be a combination of xed or open career advances –they must all be Open Career Advances.

Since there are only six Open Career Advance lines on the GeneralCareer Advances portion of t he advancement worksheet, a primarycharacteristic cannot be increased above 6.

improving  other  CharaCteristiCs in  a C areer

If a PC chooses to improve a characteristic that is not one of hiscurrent career’s primary characteristics, he checks o boxes on oneof the Non-Career Advance lines in t he non-career section of theadvancement worksheet.

Since increasing a characteristic that is not one of the currentcareer’s primary characteristics costs one additional advance, acharacter can not increase a non-primary characteristic above 4. If he wishes to improve that characteristic further, he will need to transi-tion into a career where that is a primary characteristic.

 C haraCter d evelopment: n on-C areer a dvanCes

The ve boxes listed next to each Non-Career Advance and t he twoNon-Career Advance lines are intended as lim its, but these can beeasily adapted by GMs should they wish their players to purchasemore than two non-career advances, or invest in advancements thatrequire more than ve advances to acquire.

 e ngagements: C lariFiCations

For greater clarity, the Engage or Disengage Manoeuvre descrip-tion on page 52 could read:

Engage or Disengage from an opponent. If a target is already  within close range of a character or engagement  , the character canperform a manoeuvre to engage that target. Once engaged with oneor more opponents , a character must perform a manoeuvre to safely 

disengage, otherwise they may be attacked. Characters do not needto perform this manoeuvre to leave an engagement consisting only of friendly characters or allies.

 e Quipment: t ypiCal t rappings

Characters do not start out with equipment listed under that ca-reer’s typical trappings. They are merely guidelines and suggestionsto help the player visualise how the character f ul ls the career. Toacquire those trappings, the player may wish to invest enough cre-ation points into Wealth to ensure he can aord the items listed.

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 g ame t erm: e Quilibrium

Equilibrium is the state at which an arcane spell caster is cur rently holding power equal to his Willpower rating, or a divine characteris currently holding favour equal to his Willpower. It is the default,natural “rest” state for arcane and divine characters.

 When a character is above equi librium, excess power or favour dis-sipates, in an attempt to return to equil ibrium. See ToM page 34 for

more information on wizards above equilibrium, and ToB page 33for more information on priests above equilibrium.

 When a character is below equi librium, he slowly recovers poweror favour, in an attempt to restore equilibrium. Duri ng a character’sEnd of Turn phase, if he is below equilibrium, he gains one power/favour. During a ra lly step, he also checks his current power/favouragainst equi librium and may ga in or lose power/favour as it at-tempts to restore equilibrium.

During story mode, it is assumed that a character automatically re-turns to equil ibrium without issue unless specic story constraintprevents it. Likewise, when a character enters encounter mode, heis assumed to start the encounter at equilibrium .

 g ame t erm: t rait

Traits in and of themselves do not “do” anything or have a specic,pre-dened meaning or denition. Traits are terms that other rulesor eects can “ look for” to allow dierent game elements to interact with each other.

For example, by itself the trait Support has no special meaning.However, some eects specically look for and interact with theterm Support . However, the Fluster action card has an ability thataects Support actions. If another card features the Support trait, itinteracts with the eect generated by the Fluster action card.

 a re t raits r estriCtions?

In and of themselves, no. An i ndividual tra it only becomes a restric-tion if another rule interacts with the trait and denes a restriction.

 A trait is merely a design element that other design elementsmay interact with. The Slayer trait does not mean that only Slayersmay access or use cards with that tra it. However, there is a greaterpossibility of an interaction between traits associated with careers,action cards, or special abilities.

For example, the Troll Slayer career abil ity interacts with the Slayertrait on that career path, while the Wardancer’s (AT) special careerability works best with the Ritual Dance trait found on cards, as the Ritual Dance cards look for other cards with the Ritual Dance trait.However, by themselves, neither the Slayer nor Ritual Dance traitconnotes any usage restriction.

If the GM chooses and feels it is more appropriate to the settingand his campaign, he is welcome to establish some guidelines orrestrictions to use certain t raits as requirements as he sees t.

i nitiative: W hat kind  oF C heCk? When an in itiative check is required, it is a Simple (0d) check.Combat encounters rely on Agility checks to determine theinitiative order. Social encounters rely on Fellowship checks todetermine the initiative order. Any eects that modif y a character’s Agilit y or Fellowship can inuence an initiative check.

i nitiative: W hat s tanCe?Unless a PC has already adopted a stance narratively, or has trig-gered encounter mode by escalating the action and requir ing aninitiative check (in which case, as he acts, he’s had the opportunity to adjust his stance during the PC’s Beginning of Turn Phase), mosPCs will per form their initiative check in a neutral stance.

NPCs are always considered to be in the default stance indicated intheir stat block, and convert characteristic dice into stance dice as with any other check they perform.

If the GM agrees, any player may choose to convert one of theircharacteristic dice into a stance die for initiative checks, based ontheir PC’s dominant stance. See WFR P p. 31 for more informationon dominant stance.

i nitiative: W hen p artiCipants die

Initiative tokens are not removed from the initiative track whena player character or NPC is defeated in combat. That token stilloccupies the same “spot” in the i nitiative order. The remaining par-ticipants of that type have more options for when they may chooseto take their turn in the in itiative order, though each participant isstill restr icted to being activated once per round.

i nsanity: s trained r amiFiCations 

 When a character is stra ined (the precarious state during which aPC is both distressed and fatigued at t he same time), an insanity card is drawn each t ime the character suers one or more fatigue orstress from the same source.

Then, a number of tracking tokens (equal to the amount of fatigue/stress that triggered the insanity) are placed on the just acquiredinsanity card. T hese tracking tokens will later be used to determine whether the temporary insanity becomes permanent after theencounter.

Example 1, while strained, a PC suers 1 fatigue. One insanity cardis drawn, and 1 tracking token is placed on it.

Examplesof Traits

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Example 2, while strained, a PC fails a Discpline check againsta creature with Terror 2. This means the PC suers two stress andtwo fatigue. One insanit y card is drawn, and 4 tracki ng tokens areplaced on it (2 stress + 2 fatigue generated by the triggering event).

 Yes, suering from fatigue and stress whi le strained is a very, very  bad thing.

i nsanity: p reventing  a 

p ermanent i nsanity When a PC attempts a Wil lpower check to determine whetheror not a temporary i nsanity becomes a permanent insanity, it is aSimple (0d) check.

However, unlike standard or opposed checks, this Wi llpower check must generate a number of successes equal to or greater than t henumber of tokens on the insanity card to avoid the eects of perma-nent insanity, rather than just a single success.

m anoeuvres: disengaging

 A character must perform a manoeuvre to disengage from an oppo-nent or an engagement with one or more enemies. The “otherwise

they may be attacked ” portion of the description is avour only, toillustrate why a manoeuvre is required.

m anoeuvres: m oving  t hrough m ultiple r anges

The cost (in maneouvres) to move to a closer or farther range froma target depends on the current distance between t he two targets orpoints of interest at the time that movement is attempted.

For example, moving the distance between the two farthest rangesin one turn (such as a PC who is Extreme range to a Goblin mov-ing close enough to end his turn Engaged with the Goblin) wouldrequire seven manoeuvres:

Extreme to Long Range = 3 manoeuvresª

Long Range to Medium Range = 2 manoeuvresª

Medium Range to Close Range = 1 manoeuvreª

Close Range to Engaged = 1 manouevreª

To accomplish this amount of movement in one turn wouldresult in suering signicant fatigue to perform extra manoeuvresand is probably impractical. However, not all the manoeuvres needto be performed on the same turn.

The higher manouevre costs to move between the fart hest range bands are intended to make long and extreme ranges feel appropri-ately long and extreme. A character who wishes to reduce the rangeto a given point from one of these range bands is not obligated toperform all the required manouevres at once – he may spread them

out across multiple turns (if deemed necessary, the players can usetracking tokens to indicate their progress).

 Also, keep in mi nd that points of reference can move. For example,if an el f and a goblin begi n at long range from each other andperform a maneouvre to move towards each other, they would be within medium range of each other af ter they both have acted.Keep in mind that range is relative and can change on a turn-by-turn basis if the participants in the scene are moving.

Ultimately, the free-from and exible nature of t he ranges andmovement manoeuvres encourage the GM and players to resolvemovement and relative distances based on common sense and theneeds of the story.

 npCs & a dversaries: a dditional m anoeuvres

NPCs and monsters can perform additional manoeuvres on theirturns, l ike PCs can. For a PC, each additional manouevre wouldcost one fatigue. Since standard creatures do not accrue fatigue, i n-stead they must suer wounds if an eect would i nict/cost fatigue.

Performing an additional manoeuvre beyond the one free man-ouevre on a turn would therefore inict one wound rather than onefatigue. A group of henchmen working together would only suerone wound collectively.

p arty s heet: r eFreshing p arty t alents

Talents attached to the par ty sheet that are exhausted need to haveall track ing tokens removed before the talent is refreshed and avail-able for use again.

To remove a token from an exhausted talent, party members mustspend fortune points, as outlined on WFRP p. 21, “every character using the sheet has the opportunity to spend fortune points to helprecharge an exhausted talent socketed to the party sheet.”

 Alternatively, with the GM’s permission, the group may wish toallow one token to be removed from each ex hausted talent cardsocketed to the party sheet during a rally step.

p riests: m anaging F avour

To clarif y the fact that priests naturally ga in and lose favour overtime, these rules apply to div ine characters who invoke blessing.

 e Quilibrium

During a priest character’s End of Turn phase, if he currently hasmore favour than his equilibrium, he must either perform a man-ouevre to maintain th is extra favour, or loses one favour. Converse-ly, if the priest is currently below his equilibrium, then he gains onefavour during his End of Turn phase. See ToB p. 33 for more details.

The number of trackingtokens are referenced whentryi ng to prevent a permanentinsanity.

If the insanity is permanent,the severity rating is used

 when attempting recovery.

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s tanCes: n eutral s tanCe C lariFiCation

 When a character is in a neutral stance, he does not gain the benetof any stance-related dice. When performing an action while in aneutral stance, the character refers to the same side of the actioncard as his dominant stance, as determined on WFRP page 31.

It is assumed that characters in story mode are operating in a

neutral stance, unless the GM agrees that there is a story-based ornarrative reason that warrants a stance, in which case, the playershould adjust his PC’s stance meter as necessary.

It is assumed that characters begin encounter mode in a neutralstance, unless the GM ag rees that there is a story-based or narra-tive reason that warrants a stance, in which case, the player shouldadjust his PC’s stance meter as necessary.

 t alents: C areer  by C areer

Talent slots do not accumulate career by career. They are basedon the current career sheet. The current career helps showcase thecharacters abilities at that moment, while he still has a variety of dierent abilities he may be able to “pull forward” from previousexperience, not all abilities are the same.

If a player wants his character to rely on talents from previously 

completed careers, he may wish to move into a new career that fea-tures similar talent slots, or to use a party sheet that has appropri-ate talent slots. In this regard, it can be helpful to plan at least onecareer in advance, and not to invest heavily i n talents he won’t beable to use in the future.

This is part of the exibil ity of the career system. It allows playersto develop their characters and invest in improvements based on what makes sense for them and how they see their character devel-oping over time.

 t alents: n on-s tandard t alents

Some careers allow t he player to socket a non-standard card into atalent socket and treat the card as a ta lent.

For example, Zealots can attach an Insanity card they are currently suering from to their career sheet. This often allows the sock -eted card to benet from a special eect or interact with anotherexample. The Zealot career ability al lows the player to exhaustthe attached Insanity cards for a benet – adding fortune dice to acheck equal to the severity of t he attached insanity.

 When a non-standard card can be at tached to a talent socket, theeects wil l generally be indicated on either the career sheet or thecareer special ability card.

 As a further note, careers that can socket non-standard cardsinto a talent socket can acquire these cards dur ing charactercreation or during character development in the same way othercareers acquire talents.

For example, a Zealot could i nvest creation points or advances toacquire an Insanity card of his choice (which the Zealot can treat asa Talent card), even if he has not acquired one during play. How-ever, unless the Insanity card is currently ex hausted, the negativeeects of the Insanit y are in play, even if it is not currently socketed

to an active Talent slot – the card functions as both a Talent and anInsanity card, and abides by the rules and eects of both.

Wizards: m anaging p oWer

To clarif y the fact that wizards natura lly gain and lose power overtime, these rules apply to arcane spel lcasters.

 e Quilibrium

During a wizard character’s End of Turn phase, if he currently has more power than his equilibrium, he must either perform amanouevre to maintain this ex tra power, or loses one power. Con- versely, if the wizard is currently below his equilibrium, t hen hegains one power during his End of Turn phase. See ToM p. 34 formore details.

 e xCess p oWer

 A wizard checks for and resolves excess power, as outlined i n ToMpage 34, during h is End of Turn Phase.

W ounds & d amage: C lariFiCations

Physical injuries in Warhammer Fantasy Roleplay are represented with wound cards. Normal wounds are the general cuts, abrasions, burns, and the eects of t he harsh environment. Critical woundsare more severe, representing signicant injuries and debilitations– a smashed knee, a vicious cut, a deafening blow to the head. Bothnormal wounds and critical wounds are represented by cards.

 When a card from the wound deck is face down, so the red side withthe blood spatter is showing, it represents a normal wound. Whena card from the wound deck is face up, so the name and eect of a specic injury are showing, it is a critica l wound. In both cases,a single card represents one wound – a critical wound is simply amore serious version of a normal wound.

Normal Wound Critical Wound

This character’s dominant stance is reckless, since

he has more reckless stance pieces than conservative pieces. He would refer to the reckless side of actioncards performed in a neutral stance.

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Warhammer Fantasy Roleplay © Games Workshop Limited 1986, 2005. Tis edition © Games Workshop Limited 2010. Games Workshop, Warhammer, Warhammer Fantasy Roleplay,the foregoing marks’ respective logos and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia,characters, products and illustrations from the Warhammer World and Warhammer Fantasy Roleplay game setting are either ®, M and/or © Games Workshop Ltd 1986-2010, variably registered in the UK and other countries around the world. Tis edition published under license to Fantasy Flight Publishing Inc. Fantasy Flight Games and the FFG logo are trademarks of 

Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

For more information about the Warhammer Fantasy Roleplay line, answers to rule queries, or just to pass on greetings, visit us online at  www.FantasyFlightGames.com

 d amage & C ritiCal d amage

Many attacks have the potential to inict damage to the target.Damage is a representation of the potential wounds the ta rget may suer from. W hen an eect lists a result such as +1 damage, thatmodies the attack’s damage potential. Dierent sources of dam-age are cumulative. +1 damage from one eect and +2 damage froma second eect would have a nal result of +3 damage.

 When an eect lists a result such as critical damage or +1 criticaldamage, that does not modify the attack ’s damage potential –rather, it inuences how many of the nal wounds inicted becomecritical wounds. Therefore, a result of +1 critical damage means“one additional wound among those inicted becomes a critical wound” and is cumulative with any other critical eects.

s treamlining C ritiCal d amage e FFeCts

 An eect that states “inicts critical damage” is mechanically iden-tical to an eect that stats “+1 critical da mage.” Dierent sources of critical damage are cumulative, so eects/sources that say “inictscritical da mage” will stack with eects/sources that state “+1 criti-cal damage.”

W ounds & d amage: t riggering  C ritiCal e FFeCts

Triggering a weapon’s critical rating eect with a Sigmar’s Cometƒ result is not the same as triggering a weapon’s critical eect with boons ¬. Since dierent sources of critical damage are cumulative,this means a PC ca n use a Sigmar’s Cometƒ result to trigger his weapon’s critical rating , which “stacks” with using boons ¬ used totrigger the same weapon’s critical rating, which would a lso stack  with any critical eects tr iggered from the action card used.

 A weapon’s critical eect ca n only be triggered one per attack usingSigmar’s Comet ƒ results. A weapon’s critical rating can only betriggered once per attack using boons ¬. Other sources of critical

damage eects (such as an action card, talent, or magic eect) caneach contribute their own critical damage results if the triggeringrequirements are satised.

 Example: Kurgi the Troll Slayer uses his basic Melee Strike against a fearsome Wargor with his two-handed axe (Great Weapon DR 7 CR 2) After accounting for all other factors, Kurgi ends up with æææ ¬¬ƒ in his dice pool.

 Kurgi activates the æææ success line, allowing him to hit for +2 dam-age. With his ƒ result, he can choose to inict a critical with his Great Weapon. With the two ¬¬ he can choose to perform a free manoeuvre(granted him by the card), trigger the Great Weapon’s CR 2, or fuelany other effect that costs two or fewer boons. If he chooses to activatehis Great Weapon’s CR 2 with the ¬¬ boons, it stacks with the criti-cal effect triggered by the ƒ result, meaning that two of the woundsinflicted would be critical wounds.

 t he a dventurer’s t oolkit

 C areer a bility: pit Fighter

The text on the card is correct; participants in the engagement donot need to be enemies. For example, having two all ies and oneenemy in the same engagement fulfi ls the requirements for the PitFighter’s career ability.

 C areer a bility: W ardanCer

The Wardancer’s career ability is subtle, and works best whencombined with the Ritual Dance actions found in the Adventurer’sToolkit. Many of the Ritual Dance actions “bui ld momentum” orhave increased magnitude or effectiveness based on the number of other Ritual Dance cards the Wardancer has recharging, and whichside of the card is showing.

 (neW) i tem: g reatsWord  oF h oeth

Due to space limitations, we had to try a nd make as concise andsimplified a ru le as possible. If space were unlimited, the complete

text to ful fil l the intent of the Greatsword of Hoeth would read:

“When the Greatsword of Hoeth deals critical damage, reveal twonormal wounds (among the total wounds inf licted) per criticalinf licted. For each pair of revealed wounds, the player chooses oneto keep face up as a critica l wound, and turns t he other face downto apply as a normal wound. If fewer wounds are inf licted thannecessary to allow t he player to reveal two normal wounds, theplayer draws one additional wound from the wound deck, chooses which of those two cards to apply as a critical wound, and shuff lesthe other card back into t he wound deck.”

The intent is to allow the user of a Greatsword of Hoeth a degree of choice when inf licting critica l wounds, not to furt her increase his

already considerable damage output.

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 (neW) i tem: g romril a rmour

The player may see the cr itical wound card before deciding whetheror not he wishes to convert the cr itical wound into a normal wound by using the Gromril A rmour’s special ability.

 n eW t raits

The Adventurer’s Toolkit introduces several new tra its that interact

 with similar traits in a much more direct way than some of the traitsfound in the core set. However, these traits are not restrictions unlessa rule indicates otherwise.

For example, while a Sword Master of Hoeth will likely ga in thegreatest benet from cards with the Way of the Sword trait – andthematically they are best-suited for that career –action cards w iththe Way of the Sword trait are not mechanically restricted to only Sword Masters of Hoeth.

By contrast, the Pet trait is a restriction/requirement, as the r ulespresented in the Adventurer’s Toolkit clearly dene and establishguidelines for the Pet trait: action cards with the Pet trait require anactive pet, such as the Smal l But Vicious Dog.

If the GM chooses and feels it is more appropriate to the settingand his campaign, he is welcome to establish some guidelines orrestrictions to use certain t raits as requirements as he sees t.

 t he g athering s torm

p age 45: m ourn’s C omposure

In the Mourn’s Composure sidebar on page 45, t he third paragraphshould end with “Afterward, reset the Composure token to the firstspace.”

p age 57: C lubbers & n etters

The sidebar on page 57 describing Clubbers and Netters refers toactions that were removed from the bestiary to allow for more spe-cialised act ions. To simulate the eects of Clubbers and Netters,apply the following:

Clubbers: Melee attacks performed by a Clubber gain

¬ The target suers 1 fatigue ¬ ¬ The target suers 1 fatigue ¬ ¬ The target is knocked prone

Netters: The net ranged attack by a Netter gains

¬ The target suers the Staggered condition for 3 rounds ¬ The target suers the E xposed condition for 3 rounds ¬ The target is knocked prone

p age 74: p age r eFerenCes

The page reference for Mourn’s Necromantic Power ability shouldrefer to page 44 (not 48). The page refernece to Mourn’s Nemesis ability should refer to page 45 (not 49).

 (neW) C hapter F our: h oW many patrols  are  there? i n some plaCes, it seems  there  are multiples patrols  eaCh With  one sQuig, in  others,  a single patrol. W hiCh is  CorreCt?

There are several patrols roving the area, however, under mostcircumstances, t he PCs would only encounter one of the patrols before the alarm is raised.

Gobbo Netter and Gobbo Clubber - rough description and then‘See special action on page 77’ - which contains nothing at al l aboutClubbing actions or Netting act ions - any solution?

 g ame m aster’s t oolkit

 gm s Creen: r ally s tep s ummary

The Ral ly Step summary shown on the GM screen incorrectly states that actions with either the Rally trait or the Support trait can be performed during a Ral ly Step. Only actions with the Rally traitcan be performed during a Rally Step.

 F reQuently asked Q uestionsi F i inCrease my t oughness  aFter  CharaCter  Creation,  does my W ound t hreshold  go  up?

No. Toughness is only a factor when determining a character’sstarting wound threshold. After character creation, if a player wants his character to be able to withstand more wounds, he needsto invest in a Wound Threshold advance.

 d o i  need  to spend  a manoeuvre  to  engage  a  Friendly  CharaCter?

If the fr iendly character is somewhere within close range and not

currently engaged with an enemy, and your character is not part of another engagement, then you simply need to perform a  Move-ment manoeuvre to Move within Close Range .

In the situation where two friendly characters are within mediumrange of each other, and neither of them is currently in an engage-ment, one of the characters could perform a Movement manoeuvreto Change Range Increment and move from medium range toclose range, ending up at a spot within close range where the twocharacters would be considered engaged.

Essentially, changing your position requires a manoeuvre. Ma-noeuvres used to specically engage or disengage are best i nter-preted as safely and securely moving into/out of close contact with

a group of people or an enemy.i F my  ally  and  an  enemy  are  engaged, and i  engage  the  enemy,  am i  also  engaged With my  ally?

 Yes. It’s helpful to think of an engagement as a rugby scrum. Every -one in the engagement is theoretically adjacent to everyone else.The participants aren’t standing statically – everyone is movingabout, jostling around, jockeying for position, doing their best toprotect themselves, etc.

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In smaller scale encounters, this means a single engagementcould reect as few as t wo characters, upwards of a dozen or more.For larger encounters with even more participants, a GM may wishto break engagements into smaller clusters to better reect wherethe focus of the participant’s attention and actions are at a giventime.

is  there  any Way  to permanently inCrease my  CharaCter’s maximum  Fortune point  CapaCity?

In general, no. Each character receives three fortune points at the beginning of each session, and three is t he fortune point cap for acharacter. This applies unless a specific game rule creates an excep-tion, such as an effect granted by a powerful magic item.

 d o i  take  a  reCharge  token  oFF  the same  turn i put  one  on  an  aCtion?

 Yes. For consistency, it’s much simpler to provide a single phaseduring which players manage their recharge tokens. This ensuresthe step won’t be overlooked or missed if the player performs otheractions with his character on the turn, or if the recharge ratings of  various actions and cards are inf luenced by delay icons, spells, orother effects that may modify or interact with recharge tokens –including those that might occur duri ng another character’s turn.

Putting this phase at the end of the player turn allows the currentplayer to manage this part of his character while the nex t player begins his turn.

is  there  a speCiFiC modiFier  For x? s uCh  as shooting into melee With  a  ranged Weapon?

 o r  Fighting  From  higher  ground? o r Wielding  a Weapon in  your  oFF- hand?

No, there is no specic, discrete list of xed combat modiers.Rather, the fortune and misfortune dice allow the GM and playersto account for a wide range of possible eects easily. However, WFR P page 60 provides a list of advantages and disadvantages that

may occur during encounters. It is not an exhaustive l ist – merely guidelines the GM may w ish to use to help determine when tointroduce fortune or misfortune to related actions and checks.

is  a s kill C heCk  also  a C haraCteristiC C heCk?

 Yes. Each skil l is associated with a particular character istic. Whenthat skill is tested during a check, t he characteristic it is associated with forms the basis of the dice pool. Any eect that modies orinuences the characteristic will inuence skill checks that arerelated to that characteristic, as well.

i F my  CharaCter starts With a gility 2 (  and  doesn’ t  begin play With d odge )  but it’s  later  raised  to a gility 3...  does  he  get d odge  For  Free?

No. After character creation, if a player wants to acquire an act ioncard for his character, he must invest one of his General Career Advances. The same applies to any card the character may not beeligible for during character creation (due to the card ’s prerequi-sites, for example) but later qual ies for – such as Block or Parr y.

 d o  things i spend  Creation points  on  during  CharaCter  Creation  Count  toWard  Completing my starting  Career?

No. Advances are only earned (and invested) after character cre-ation. Creation points are used only during character creation, andonly help determine what abilities or resourcs a character beginsplay with.

 (neW) d o npC and m onster  gain  a Cr When  replaCing  their  deFault  attaCk With  a speCiFiC Weapon?

 Yes. The overall threat and “critical value” of NPCs and monsters isaccounted for in their selection of actions. If the default values forthe entry’s Damage, Defence, and Soak are replaced with normalequipment, then the GM should feel free to use all t he related stats,including Critical Rating and any special rules or qualities thatequipment as.

 (neW) C an npCs  and m onsters spend  diCe  From  their a ggression  budget  to  add  Fortune points  to i nitiative  rolls?

 Yes. If it is a physical encounter or combat, where initiative is deter-mined by Agi lity, then NPCs/creatures can spend dice from their Aggression budget to augment an initiative roll.

If it is a social encounter or other encounter where Fellowship de-termines initiative, t hen the NPCs/creatures can spend dice fromtheir Cunning budget to augment an initiative roll.

 (neW) C an  the gm spend  an  enemy’s a ggression or C unning  budget  to  resist  an  attaCk  or  aCtion WhiCh is  not  an  opposed  CheCk?

 Yes, the GM can spend an NPC’s Aggression and Cunning dice tomake incoming attacks and actions more challenging, if the NPCin question is a direct target of the effect.

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 (neW) h oW many  aCtions  does it  take  to  Fire  a  boW?

 A longbow or shortbow can be drawn and red withi n the spaceof a single action, often represented by the use of a single Rangedaction card.

The Manage Equipment manoeuvre listed in the WFRP rulebook deals specically w ith initially preparing t he weapon for use:

Draw, sheathe, ready, or load a weapon.ª This manoeuvrecovers the basic manipulations of most weapons, such asdrawing a sword from its scabbard, stringing and preparinga longbow, or pulling the lever on a crossbow and loading anew bolt. Some weapons have a special qual ity requiring amanoeuvre to ready it before it can be used in combat.

Is the bow ready for use at the beginning of the combat? If it’s stillon the PCs back, or unstrung, he’l l need to use a manoeuvre to gethis bow ready. If he already has the bow out, strung , and a quiver of arrows accessible and on-hand, he’s set and ready for action.

The Reload quality for certain ranged weapons connotes the ad-ditional eort required to repeatedly use that item over the course

of an extended encounter.

 (neW) d oes  a W ood e lF  gain ∆  to  all  Combat initiative  CheCks?

No. The wood elf ’s initiative bonus is based on his Nature Bondracial ability. Al l the bonuses listed under Nature Bond (gaining∆ to initaitive, Observation, and Stealth) are applied only when the wood elf is in woodland terrain.

 (neW) d oes  a pC suFFer  Fatigue  For  eaCh  exertion symbol  rolled,  or  just  one  overall?

Exertion and delay are binary results. They are either “triggered” or“not triggered” – there is no increasing magnitude.

For example, exertion is triggered if one or more exertion symbolsare generated in the dice pool results. Regardless of whether thereare 1 or 4 exertion sy mbols, the eect has been triggered and t hecharacter would suer 1 stress or 1 fatigue.