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Version 17/01/2019

WFRP Second Edition House Rules


The full list of additional or house rules currently employed:

I – Universal Rules
▪ Revised Opposed Rolls
II – Commerce
▪ Revised Prices
▪ Bandage Kits
▪ Raw Food
▪ Trading & Guilds
III – Travel & Survival
▪ Weather
▪ Fatigue
▪ Subsistence
IV – Combat
▪ Sudden Death Critical Hits
▪ Firing Into Groups
▪ Using Weapons Without Proficiency
▪ Mounted Combat
▪ Damaging Weapons
V – Healing & Conditions
▪ Binding Wounds
▪ Surgery
▪ Herbs & Potions
▪ Pregnancy

I – Universal Rules
Revised Opposed Rolls
When an “opposed roll” occurs, instead of both characters rolling and comparing success/failure, only the
initiating character should do so, with the following chance of success:

Character’s modified stat + 50% - opposing modified stat = %

This means that two opposing characters who have equal statistics will always have an even (50%) chance to
succeed.
Skill level, talent and circumstance modifiers all apply as normal. In situations where groups are involved,
positive or negative modifiers should be considered where they make a task easier or more difficult.
When a group is acting as a single “unit”, use the lowest or highest statistic available, as appropriate.

Example
An assassin must sneak past a watchman to approach his mark.
Assassin’s Ag = 50
Assassin’s Silent Move skill = +10
Watchman’s Int = 35
Watchman’s Perception skill = taken (+0)
Rolls at = 60+50-35 = 75% chance to succeed
II – Commerce
Revised Prices
The below entries replace the normal prices as shown in the core book / armoury, and are based upon prices
given in WFRP 1st Edition. All other details (damage, encumbrance, qualities) are unchanged. See the Weapon
Damage section for rules on Robust and Fragile weapons. Note that Fragile weapons lose this Quality if bought
at Good or Best quality, or if Magical.

Hand Weapons: Cost Adjustment


Hand Axe 6gc
Horseman's Axe 7gc
Mace 7gc
Military Pick 9gc
Sword 14gc Add: Robust quality
Warhammer 8gc
Wooden Club 2s Add: Fragile quality

Great Weapons: Cost Adjustment


Great Axe 12gc
Great Mace/Warhammer 15gc
Great Pick 20gc
Great Sword 25gc Add: Robust quality

Other Weapons: Cost Adjustment


Claymore 30gc Add: Robust quality
Halberd 8gc Add: Fragile quality
Foil 18gc Add: Fragile quality
Quarterstaff 3s Add: Fragile quality
Spear 2gc Add: Fragile quality

New Weapon Price Encumbrance Type Damage Qualities Availability


Fast, Impact, Tiring,
Jousting Lance 2gc 10s 100 Cavalry SB-2 Rare
Fragile
Jousting Fast, Impact, Tiring,
1gc 5s 75 Cavalry SB-3 Scarce
Demilance Fragile

Bandage Kits
As outlined in V – Healing & Conditions below, Heal checks require treated wounds to be appropriately bound.
While a variety of materials are suitable, for convenience a simple “bandage kit” comprising clean linen and
strong alcoholic spirits is available. These “kits” have enough material for 8 uses.

Bandage Kit Cost: 21s Encumbrance: 50 Availability: Common

Raw Food
Characters who purchase raw foodstuffs to eat over the long term can do so in bulk. These must be cooked, and
cannot be safely eaten raw. The amount shown below is average quality, per person, for one month (32 days):

Bulk food (average) Cost: 10s Encumbrance: 300 Availability: Common


Trading & Guilds
These additional rules are applied to trading and guild membership exactly as appearing in the WFRP
Companion (2nd Edition).

III – Travel & Survival


Weather

These are rolled exactly as the Changing Seasons rules presented in Liber Fanatica Volume III, pages 51-52.

Duration for each category should be rolled individually.

Wind Condition, Precipitation/Cloud Cover and Temperature each last for up to 9 days. To establish length of
time, roll 1d10:
1-9 = number of days
0 = apply for the morning and roll again for the afternoon

For highly erratic results, consider adjusting them up or down a category, or re-rolling if appropriate.

Additional weather variability for mountain ranges and the effects of wind and rain on characters as per the
Gentle Showers rules in Castle Drachenfels and Hazards – Weather in Lichemaster (both WFRP 1st Ed.) also
apply.

Fatigue
Characters roll for fatigue when travelling. A fatigue roll is a Toughness check, made every few days of travel –
with the number of days dependent on the current season. This is variable to represent the impact of the
prevailing weather/temperatures in the Empire and may be different in other climates.

Season No. days per Fatigue check


Spring 5
Summer 6
Autumn 4
Winter 3

At the end of each day's travel, a character suffers from a -5% penalty from tiredness, and is fully recovered from
a full night's rest. When a Fatigue roll is failed, this tiredness becomes a level of fatigue that cannot be restored
until a full day of rest is had.

Levels of fatigue are cumulative, so that each failed roll imposes another “locked-in” level of -5%. A character
can tolerate a number of levels of fatigue equal to their SB+TB (average SB3+TB3 = 6) before becoming
exhausted. Once a character exceeds this number, they are exhausted and must stop to rest.

If a character's cumulative fatigue penalties reduce either their Strength or Toughness to 0% (or lower) they will
become exhausted, and must rest as above.

When characters travel or strain themselves for longer periods of time each day, they expose themselves to
additional fatigue. Each individual day where characters push themselves to go further they must roll a check
against additional Fatigue. (Note that this means that even after only a single day of travel, on a failed roll a
character will suffer a -10% penalty, reducing to -5% following the night's rest.)

Additional strain on any given day may be imposed on characters by travelling through difficult terrain, weather,
or fighting in melee combat. These are accounted for by counting as pushing themselves on days also including
travel.
Note that for mounted characters their steed will also have to roll for fatigue, but only when they push.

A character spending a full day of rest to recover fatigue may use some forms of recreation to enhance their
recovery. If doing so, they are permitted a Toughness check to remove one additional level of fatigue.

Recreation

▪ Eating/drinking only Good or Best quality meals and beverages


▪ Relaxing in a Private inn room
▪ Intimate companionship (sincere or paid for)
▪ Taking a bath
▪ Smoking a pipe or cigar

Combining any of the above in one day adds additional bonuses to the Toughness check, of +5% per additional
measure taken. Improving the quality of each activity purchased gives another +5% bonus.

Example:
Volker has been travelling the Empire for over a month, and accumulated 4 levels of fatigue (-20%). At the end
of his final day of travel, he is also feeling the effect of that day's tiredness (-25% total).

Following a full night's rest, he still has 4 levels of fatigue (-20%). He chooses to spend the day resting, which
will restore him a level of fatigue. He also chooses to spend money on some recreation to relieve some more
fatigue – he spends all day in a Private inn room (common quality), consumes only Best quality food and drink
(+10%), and soaks in the bath (+5%).

Volker has a Toughness of 40%, four levels of fatigue, -20%, and is enhancing his relaxing with one improved
activity and another common activity, +15%.

Toughness roll: 40-20+15 = 35% chance of restoring a second level of fatigue. Volker rolls 28 – a success.

The next day, he awakens with only two levels of fatigue (-10%) and may choose to continue resting to improve
further.

Subsistence
Characters require enough food and water each day to survive. Most food or iron rations are portioned per-day
when sold. A water skin holds enough for a single day when travelling. When buying pre-cooked meals, this is
the equivalent to two meals per day (with an accompanying pint of water/beer).

Characters eating only half rations of food are at a -5% penalty to all actions from hunger. After a number of
weeks equal to their Toughness Bonus, this penalty increases to -10%.

Characters who do not eat at all are at a -10% penalty to all actions from hunger. After a number of days equal
to their Toughness Bonus, this penalty increases to -15%. After eating nothing for a number of days equal to
18+ Toughness Bonus, at the start of each day the character must make a Toughness check or die of starvation.

Characters who drink half rations of water are at a -5% penalty to all actions from dehydration. After a number
of days equal to their Toughness Bonus, this penalty increases to -10%. A character on half rations of both will
suffer from both penalties.

Characters who do not drink at all count as if they are eating nothing, as above. A character eating and drinking
nothing will suffer from both penalties. After a number of days equal to their Toughness Bonus, at the start of
each day the character must make a Toughness check or die of dehydration.
Animals must similarly eat enough food, and follow all of the above rules. For horses/ponies, fodder is priced
per day. Animals that are able to graze count as eating full rations if they are resting, and half rations if they are
travelling.

IV – Combat
Sudden Death Critical Hits
When a character has taken a Critical Hit that indicates all future Critical Hits are Sudden Death Critical Hits,
if the character takes any further Critical Hits they are killed – no roll is made on the Critical Table.

Firing Into Groups


These rules are as per the WFRP 1st Edition additional rules, added in The Restless Dead, with a maximum
modifier applied.

When a character fires a ranged weapon into a group, if no specific individual is targeted then a bonus of +5%
per additional target is applied, to a maximum bonus of +30%. On a hit, the specific target struck is determined
randomly (giving greater weight to the odds of striking the front rank, if applicable). A group that has at least
half their visible number wielding shields count the usual shield modifier (-10% BS).

No. Targets BS Bonus


2 +5%
3 +10%
4 +15%
5 +20%
6 +25%
7 or more +30%

A character firing into combat may make the usual choice of a -20% modifier to avoid hitting a friendly target,
or no modifier for friendly targets to be included as randomised targets. Note that a character must target either
a single individual or both sides as one group – not “enemies only” etc.

There also is a chance that a missed shot fired into combat at a single target, when not taking the -20% penalty,
will hit another individual, equal to the chance that they would have had to hit the whole group.

See the examples listed in The Restless Dead for clarifications.

Using Weapons Without Proficiency


Many weapons require a Specialist Weapon Group talent to wield and are otherwise useable at half the user’s
Weapon Skill / Ballistic Skill (as per WFRP Core 2nd Ed.).

When using a ranged weapon, the number of actions to reload doubles unless the user passes an Agility test.
This must be rolled for every reload.

When firing/throwing/operating a weapon with the Unreliable or Experimental qualities, the chance of a
weapon jam/misfire/explosion also doubles.
Mounted Combat
A mounted character benefits from a +10% WS height bonus when attacking non-mounted opponents.

Mounted combatants’ steeds act on the same initiative as their rider. Mounts with the Natural Weapons talent
may make their own attacks in addition to the rider’s. Some other actions may require a Ride skill check and
half- or full-round actions used by the rider to complete.

Note that mounts must make their own Fear and Terror checks when applicable. A rider may override their
mount’s failed Fear/Terror roll by passing a Ride check to keep them under control.

When charging, any mount that does not have the Natural Weapons talent must be forced into melee – the rider
must pass a Ride test to do so. If it is failed, the character’s movement stops at half of the charging distance and
the full round action is still used.

Damaging Weapons

These rules expand those presented in Old World Armoury.

Weapons can be damaged when a character:


• Is struck by a Sundering melee attack
• Rolls a natural ‘100’ on an attack or parry roll
• Receives a Critical Hit that specifically mentions weapon damage

Sundering
When making a melee attack, a character may choose to target a held item/weapon instead of their opponent.
This may be done as a Standard Attack, All Out Attack, Charge or Swift Attack. In this case, roll to hit as
normal.

On a successful attack, the attacker makes a Strength check. On a success, the targeted weapon becomes Cracked.
A character attacking with a weapon with the Impact quality gains a +20% bonus to this Strength check. A
character using an All Out Attack gains a +10% bonus to this Strength check.

Fumbling Attacks or Parries


On a roll of a natural ‘100’ when attacking or parrying with a weapon, the wielder must make another WS / BS
roll. If the roll is failed, their weapon is both dropped to the ground and becomes Cracked.

Weapons which have pre-existing fumble conditions (Unreliable, Experimental etc.) ignore this rule and roll
their own effects as normal.

Critical Hits
Some Critical Hit chart results may force weapons to be damaged or dropped, as detailed on the chart.

Cracked Weapons
When Cracked, a weapon loses some of its balance. All WS/BS checks using the weapon are made at -10%, and
the weapon’s damage is reduced by -2. If a Cracked weapon is damaged a second time, it becomes Broken.
Note that Unrimmed shields have the Fragile quality (see below) and are Broken as soon as they become
damaged.

Broken Weapons
When Broken, a weapon or shield cannot be used at all. There is a chance the weapon is irreparable.
Robust & Fragile Weapons
Some weapons can take more damage than others. When attempting to sunder a Robust weapon, the Strength
check is made at -20%.

Similarly, some weapons cannot take as much punishment. When a Fragile weapon is damaged, the Strength
check is made at +20%. These weapons purchased at Good or Best quality lose the Fragile Quality.

Robust weapons:
Sword, Claymore, Two-handed Sword, Buckler, Shield

Fragile weapons:
Spear, Halberd, Jousting Demilance, Jousting Lance, Quarterstaff, Club, Foil, Unrimmed Shield, Bow, Short
Bow, Long Bow, Sling, Staff-Sling, Javelin

Magical & Gromril Weapons


Magical weapons can be damaged only by other magical weapons. Similarly, Gromril weapons can be damaged
only by Gromril or Magical weapons. ALL Magical and Gromril weapons also count as having the Robust
quality, and may never have the Fragile quality.

Examples
• A character wielding an axe is hit with an attack and attempts to parry it. They roll a natural ‘100’ and
fail. They then make another WS check. Failing again, the axe has ‘Cracked’ recorded next to it. All
future rolls with the axe will be at a -10% WS penalty. The opponent’s successful attack damage is
then resolved normally.
• A character wielding a sword is hit by a huge enemy wielding a flail – who attempts to Sunder. The
sword has been Cracked before. The attacker rolls his Strength 50% + 20% Impact – 20% Robust =
50% chance of further damage. If the attacker succeeds, the sword will be Broken.
• A character wielding a spear is attacked by an opponent using an All Out Attack to Sunder. They are
hit, so the opponent rolls their Strength 40% + 10% All Out Attack + 20% Fragile = 70% chance to
damage. If they succeed, the spear will have ‘Cracked’ recorded next to it and be at -10% WS.

Repair
Weapons and shields may be repaired with the appropriate tools and trade skill, or by taking them to a
professional with the required tools and skills.
• A cracked shield or weapon may be fixed for a price equal to 10–50% the purchase value (roll 1d5 x
10%). It then functions normally.
• A broken weapon may be fixed for a price equal to 60–90% the purchase value, and there is a 20%
chance the weapon is irreparable (roll 1d5+5 x10%, 100% = destroyed). It then functions normally.

Note that the weapon’s Quality should be accounted for in the purchase value.

V – Healing & Conditions


Binding Wounds
When a character has wounds or injuries that need treated, the character healing them requires materials to
effectively clean and bandage those wounds. This may range from swabbing and rags, to water and clothing, to
medicinal alcohol and pristine cloth bandages. The type/quality of these wrappings will modify the difficulty of
the Heal roll, in the same way that a clean or unclean environment does (WFRP Companion, 2nd Ed.).
Method Modifier Additional effect
Swabbing and/or unclean wrappings -10% On a failed test, roll a 20% chance of infection
Water and clean rags -5%
Water and re-used (clean) bandages -5% On a failed test, roll a 10% chance of infection
Alcohol and re-used (clean) bandages None On a failed test, roll a 5% chance of infection
Alcohol and clean cloth/bandages None
Alcohol and Best quality clean bandages +5%

Surgery

These additional rules are applied to healing and surgery exactly as appearing in the WFRP Companion (2nd
Edition).

Herbs & Potions


Medicinal herbs are available in the Empire as outlined in Herbs & Their Uses in The Enemy Within Volume I
(WFRP 1st Ed.). The skills applicable to these tests are replaced by: Trade (Herbalist) or Trade (Apothecary),
with the difficulty increased for the latter.

Draughts may also be made from some of these herbs. Most notable is the common Healing Draught, which
requires Sigmafoil and Valerian as the active ingredients, plus a third ingredient. This last may be either an edible
herb, edible fungus or alcoholic spirits. All three of these must be brewed together, and a skill check made as per
the usual rules for creating Draughts.

Pregnancy
Based on rules by Tim (aka Byrhtnoth)’s D&D rules, from Tao of D&D’s Wiki, https://tao-
dndwiki.blogspot.com/2018/02/general-index.html

Note from Tim: I have no qualms with my players running around having sex willy-nilly in my games, but I do
hold them to the standards of real life when doing so. The following pregnancy rules were created to account for
two factors: the possibility of conception and the effects of pregnancy on a character. The rules were designed to
be simple enough to use on the odd occasion pregnancy comes up, while getting rid of the sexist notion that a
character should be "retired" if she becomes pregnant (consider the pregnant badass as a much more interesting
alternative).

Conception

The chance of conception depends on contraceptive methods used by the partners prior to, during or after
intercourse. There are four basic approaches available (calculated based on the effectiveness of birth control
methods), as follows.

Contraceptive Method Chance of pregnancy per sexual encounter


None, deliberately while ovulating Toughness check %
None 5%
Calendar-based 5%, on failed stat check - use lowest INT between partners
Withdrawal method or barrier device 5%, on failed stat check - use best INT between partners
Abortifacient consumed at most 8 hours after sex 0.5% to 3% based on efficacy (Quality) of mixture

Barrier devices include citrus; a mixture of cedar oil, incense and olive oil; and a mixture of honey and rock salt.
Abortifacients include pennyroyal tea, oil of rue, wild carrot, silphium and nutmeg.
If a character conceives, they roll a d100. If a 1 is rolled, the character conceives twins and rolls again. Each
additional 1 rolled increases the number of children by 1.

New Items Cost Description


Barrier device 6p An easy-to-make mixture, made from a range of products. Higher quality
versions are more appealing in touch and smell.
Abortifacient 5gc These draughts must be carefully made to avoid poisoning. A single
draught allows for five doses. They can be manufactured as per other
draughts, with difficulty (Challenging). The quality purchased modifies
the percentage pregnancy risk:
Poor 3%; Common 2%; Good 1%; Best 0.5%
There is also a chance the mixture is too strong and causes poisoning.
This is also based on the Quality purchased:
Poor 20%; Common 10%; Good 5%; Best 1%
If it is determined to be toxic, treat as if the imbiber has immediately
taken one dose of Thung.

First Trimester (weeks 1 to 12)


The first trimester is characterized by feelings of tiredness and nausea. The chance of miscarriage is relatively
high, especially in women who do not experience much morning sickness.

Penalties
• Suffer -5% WS & BS
• After any combat in which 5 or more attacks have been made, must make a Toughness check or find
need to rest for 1-3 hours, or all character stats will be reduced by 10% for remainder of the day.
• When character has not eaten within the past 8 hours, must make a Toughness check or will vomit for
1-4 rounds. If character fails at least 10 of these Toughness checks, nausea continues into second
trimester (hyperemesis gravidarum).

Second Trimester (weeks 13 to 28)


The second trimester is the period of significant weight gain; the character will typically gain between 10-15%
of their current weight in placenta, retained fluids and baby.
The character is no longer as nauseous unless they develop hyperemesis gravidarum (see first trimester,
penalties). The character may begin to feel more tender and sore.
The character may become constipated or have frequent urination (pressure on the bowels and bladder). The
chance of miscarriage is much lower than in the first trimester.

Penalties
• Suffer -5% WS & BS
• After any combat in which five or more attacks have been made, must make a Toughness check or find
need to rest for 1-3 hours, or all character stats will be reduced by 10% for remainder of the day.
• Character must consume an additional 1 lb. of food a day. Treat this as a 50% increase in cost when
buying “daily food” from item lists or meals in taverns/inns.
• Character loses an additional 2% of their body water a day (risk of dehydration). Treat this as needing
to carry an additional water skin while travelling, and/or consume two more drinks of water/beer in
taverns/inns.

Third Trimester (weeks 29 to 40)


The third trimester is similar to the second, although the baby grows much larger and heavier, causing increased
muscle, girdle and back pain, and reducing the character's balance. The chance of miscarriage is quite low, but
the character can enter preeclampsia (leading to seizures and/or coma) due to high blood pressure or stress.
Penalties
• Suffer -5% WS, BS & Ag
• After any combat in which five or more attacks have been made, must make a Toughness check or find
need to rest for 1-4 hours, or all character stats will be reduced by 10% for remainder of the day.
• Character must consume an additional 1 lb. of food a day. Treat this as a 50% increase in cost when
buying “daily food” from item lists or meals in taverns/inns.
• Character loses an additional 2% of their body water a day (risk of dehydration). Treat this as needing
to carry an additional water skin while travelling, and/or consume two more drinks of water/beer in
taverns/inns.
• Whenever character's Toughness drops below 10%, character must pass a Willpower check or succumb
to preeclampsia. The character must rest completely for 2-8 days and make a Toughness check each
day. If more than half the checks fail, the character will enter eclampsia.

Delivery
(Definite rules outstanding.)
Based on a Toughness check, assisted by a Heal check performed by a physician, Shallyan priestess, midwife etc.,
using some of the Surgery modifiers (see WFRP Companion).

Miscarriage
Miscarriage affects around 20% of pregnancies. Miscarriage can occur naturally at any time during the pregnancy
due to a number of different complications. The chance of miscarriage is highest at the beginning of the
pregnancy and steadily decreases over time. Note that physical injury can increase the chance of miscarriage.
As most miscarriages are not immediately obvious to the mother until quite late in the pregnancy (or even until
delivery), the GM should roll on the player's behalf.

Week 1 2 3-12 13-14 15-21 22-26 27-33 34-40


Chance 3% 2% 1% 0.5% 0.25% 0.2% 0.1% 0.05%

Chance of miscarriage is rolled automatically at the end of each week.

Whenever a character takes a hit causing 5 or more wounds, the GM must roll double the miscarriage chance
immediately (i.e. if the character takes a hit causing 5 Wounds in combat during the 11th week, the miscarriage
chance is 2 x 1% = 2%). If the character takes any critical hits, add the level of critical to the rolled percentage.
Some critical hits may force further consequences on the pregnancy. A character may spend fortune points on
this roll.

E.G. A character is adventuring on Week 13, and takes a hit causing 5 Wounds (after Armour and TB
reduction). They had only 2 Wounds remaining, and thus take a 3-Point Critical. The immediate miscarriage
chance is:
(0.5% x 2) + 3% = 4%.

For multiple births, miscarriage chance is multiplied by the number of living offspring. Each baby miscarries
separately.

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