Wednesday, September 27, 2017

WFRP: Weapons and other sharp objects.

I've been GM'ing WFRP for almost as long as I can remember. When 2nd edition came out I was an over-excited kid, it didn't muster the same world as the 1st edition, but it balanced and streamlined a lot of rules. Still after 12 years it has some rather boring parts.


Some years ago I met one of my best friends and players, he is a nerd when it comes to reenacting and HEMA (Historical European Martial Arts), which is basically sword-fighting. This moved my interest in the area and I began researching, finding out that many of the fantasy weapons was pure imagination and those who seemed like real weapons often didn't behave like the rules was written. There are several great youtube sources here; Schola GladiatoriaLindy Beige to just name two.


With that in mind I began working an extended list of weapons. This I had in mind would create a larger diversity and more interest for the players. It also seemed to balance out some of the former imbalance.

Here is a run through example of the primary One-Hand & Two-Handed weapons.
I found it quite interesting to be fiddling with numbers to make it work out, and I like how the weapons "fit" different characters.

Axes, Swords, Maces - pick your weapons of choice.
So for those not too familiar with WFRP 2nd edition most weapons have qualities; these are characteristics of the weapons and their effects. If you are, then you might notice some you haven't seen before. Some of the old ones I have changed. So here is a description of what the different qualities does.
  • Armour Piercing: Ignore 1 Armour Point when damaging your opponent.
  • Balanced: You get +5 to hit your opponent.
  • Cover: Opponents get -10 to their ballistic skill when they fire at you.
  • Defensive: You get +10 to parry attempts with this weapon.
  • Experimental: As in the 2nd edition rulebook.
  • Fast: Opponents get -10 to their dodge blow and parry against this weapon.
  • Gunpowder: You roll 4d6 for damage instead of 2d6.
  • Hook: You get +10 to manoeuvre attempts.
  • Impact: You roll 3d6 for damage instead of 2d6.
  • Off-Hand: You don't suffer penalties when using this is in your off-hand.
  • Precise: Makes Ulric's Fury on both 9 and 10. (Or 4+6, 5+5, 5+6 and 6+6.)
  • Pummelling: You get +10 to stun your opponent.
  • Shrapnel: As in the 2nd edition rulebook.
  • Slow: Opponents get +10 to their dodge blow.
  • Snare: As in the 2nd edition rulebook.
  • Special: This weapon has extra ordinary rules, see their description.
  • Tiring: Impact only works on All-Out-Attack and Charge Attack.
  • Unbalanced: You get -5 to hit your opponent.
  • Unreliable: As in the 2nd edition rulebook.
  • Unwieldy: You get -10 to parry attempts with this weapon.

Shields and polearms are of great importance when it comes to dealing with monsters.
 The keen WFRP player and reader have noticed that I write damage in 2D6. I won't go much into depth, but D6 feel a whole world more like warhammer to me than D10 - while it also even out the rolls more.


Staying in range also prove to be a suitable way to inflict harm on your adversary.

I think that is pretty much it for this post. There will be more WFRP houserules coming along, and I have been pondering doing something similar to the above to WFB or mordheim rules (albeit in smaller scale).

Here is the lists in google sheets format.

Hope you enjoyed reading.


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