WFRP2e Maneuver Sheet 1.0

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Transcript of WFRP2e Maneuver Sheet 1.0

  • 8/8/2019 WFRP2e Maneuver Sheet 1.0

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    Half actions

    ReadyReady or pick up an item or weapon, drink adraught

    Aim+10% to Standard attack ater aiming

    Standard AttackSingle ranged or melee attack

    Parrying StanceAny time beore next turn, parry one successulmelee attack (once per round). Ends at the starto your next turn. I you have a weapon in your

    secondary hand, may parry once per round as aree action.

    ManeuverOpposed WS Test. I successul, oe moved 1square in the direction o your choice. You mayadvance 1 square as well.

    FeintOpposed WS test. I successul, your ollowingStandard attack cannot be dodged or parried.

    DelayYour turn ends immediately and a hal action isreserved or use any time beore your next turn.I two characters try to use a delayed actionsimultaneously, opposed Agility test.

    Stand/MountStand rom prone position or mount a horse.

    Move

    Normal move (M in squares). Dicult terrainhalves move.

    fullactions

    Guarded Attack-10% WS but +10% to dodges or parries thisturn

    Swift AttackAll allowed melee or ranged attacks (equal to A)

    All Out AttackMelee only +20% WS but cannot parry or dodgethis round

    Charge AttackMove Mx2 in squares or 2+ squares (last 2squares must be in a straight line) and attack

    with +10% WSDefensive StanceFoes melee attacks are at -20% WS until his nextturn. You cannot attack this turn.

    DisengageMake a normal Move without being subject to aFree Attack.

    Jump/Leap

    Jumping down or leaping across a distance.RunRun at ull speed (Mx3 in squares). Attacksagainst you until your next turn: ranged -20%BS, melee +20% WS. Cannot run in dicultterrain.

    Parrying

    Attacks or Parries rom a secondary hand are -20% WS

    (except weapons with the Balancedquality); -10% orshields and weapons with the Defensivequality.

    actions time Varies

    CastOne spell/round max. I the caster spends a halaction beore casting, may make a ChannelingTest to augment roll.

    ReloadReload a missile weapon; loading time varies byweapon/talents.

    Use a SkillTime required varies by Skill.

    combat modifiers: melee

    Unaware opponent +30%

    Stunned opponent, or 3 vs. 1 +20%

    Knocked down, or 2 vs. 1 +10%

    You are knocked down, in hvy rain or mud-10%

    Called shot, dodging while knocked down -20%

    Attacking in deep snow, parry giants club -30%

    combat modifiers: ranged

    You must have line o sight to the target. Targets may notdodge or parry ranged attacks. You cannot make rangedattacks in melee unless using a pistol or hand crossbow.

    Target has shield -10%

    Long Range -20%

    Extreme Range May fre up to longrange x2, but mustAim frst -30%

    Shooting into Melee -20%

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