TEXT: WFRP House Rules 
  2009 Edition 
  10/03/2009 
   
   
   
  CAREERS 
   
   
  Academic Knowledge (Navigation) 
  See “Navigation At Sea” (below). 
  � Replace the Navigation skill with this skill for the 
  Navigator career. 
  � Replace the Academic Knowledge (Strategy/ 
  Tactics) skill with Academic Knowledge 
  (Strategy/Tactics or Navigation) for the Sea 
  Captain career. 
   
   
  Divine Lore 
  � Remove the Divine Lore (any one) talent from the 
  ‘Anointed Priest’ career. 
  � Replace the Strike to Injure or Strike to Stun talent 
  with Strike to Injure or Strike to Stun or Divine 
  Lore (any one) for the ‘Priest’ career. 
   
   
  SKILLS & TALENTS 
   
   
  Advanced Skills Made Basic 
  A number of skills have been made Basic to encourage 
  their use: Animal Training, Blather, Charm Animal, 
  Common Language, Follow Trail, Navigation, Prepare 
  Poison, Shadowing, and Torture. 
   
  The following is a complete list of Advanced Skills – 
  all other skills are Basic: Academic Knowledge, 
  Channelling, Dodge Blow, Heal, Hypnotism, Lip 
  Reading, Magical Sense, Performer, Pick Lock, 
  Read/Write, Sail, Secret Language*, Secret Signs*, Set 
  Traps, Sleight of Hand, Speak Arcane Language, 
  Speak Language, Trade, and Ventriloquism. 
  *) If used by the campaign at all. 
   
   
  Dodge Blow Skill & Advanced Careers 
  All Advanced Career characters may invoke the 
  Special Training rule to learn Dodge Blow for the 
  nominal cost (200 XP). 
   
  As always for Special Training, learning a skill or 
  talent this way doesn’t bring you any closer to 
  completing your career. 
   
   
  Frenzy Talent 
  Replace text on p. 98: “You must spend a full action to 
  go into frenzy. Once frenzied, you gain the following 
  modifications: +10 Strength, +10 Will Power, –10 
  Weapon Skill, –10 Intelligence. Each round you must 
  seek to enter melee with the nearest enemy, if not 
  already in melee. You may not flee or retreat. You are 
  restricted to the following attack actions: Frenzied 
  Attack (see below), Charge Attack, and Swift Attack. 
  You remain frenzied until no enemies are in sight.” 
   
  Frenzied Attack (Full Action): By attacking 
  furiously, oblivious to danger, you may make two 
  attacks, each at +10 Weapon Skill. Until your next turn 
  you cannot parry or dodge. Only available to frenzied 
  characters. 
   
   
  Haggle Skill 
  Replace text on p. 93:  
   
  “Use this skill to negotiate deals and prices. When 
  dealing with day-to-day affairs, a Skill Test is not 
  necessary - simply buy items at listed price and sell 
  them at half listed price. 
  However, for important or expensive deals, you may 
  make an Opposed Haggle Test against the other person. 
  For every degree of success you beat your opponent, 
  you may shift the price by 10 percentages from the 
  basic 50%. For every degree of success you are beaten 
  by your opponent, you must accept a price shift of 10 
  percentages in the opposite direction.” 
   
   
  Heal Skill 
  Heal have two uses: “Immediate” and “Recuperative”. 
   
  Immediate: this use requires one full action for the 
  healer and the next full action from the patient. An 
  immediate heal does not restore any Wounds, but does 
  provide Medical Attention. Thus, this use can be used 
  in combat (to save an ally from bleeding to death, for 
  instance). 
  Recuperative: this use requires one minute for both 
  healer and patient. Using Heal this way not only 
  provides Medical Attention, but it also returns lost 
  Wounds as normal. A patient can only benefit from one 
  successful Recuperative Heal per day and battle. 
   
  The Surgery Talent grants its +10% bonus to both uses. 
   
   
  Zapp’s WFRP House Rules 
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  KHAM Productions 2005-2009 
  
  Navigation at Sea 
  The Basic skill Navigation (see “Advanced Skills 
  Made Basic” above) does not include sea and ocean 
  navigation. This area is covered by the new Advanced 
  skill Academic Knowledge (Navigation). 
   
   
  Sturdy Talent 
  Replace text on page 101 with: “You have a brawny 
  physique. You may reduce any Movement penalty due 
  to wearing armour by 1.” 
   
   
  EQUIPMENT 
   
   
  Gunpowder Weapons and Quality 
  Poor Quality: Unreliable: Considered Experimental. 
  Experimental: Each time you fire, roll d10+89 and 
  apply any Misfire results to the shot. 
  Good Quality: Unless you roll ‘00’, you may (for the 
  purposes of Misfire only) roll d10+89 and choose the 
  lowest result of your original roll and this one. 
  Best Quality: Apply a special -1 modifier to any 
  Misfire roll (turning a ‘00’ result into a ‘99’ result etc.) 
  This is in addition to the standard +5 bonus to Ballistic 
  Skill and the re-roll from Good Quality. 
   
   
  Healing Poultice 
  On a successful Heal test, you get back one extra 
  wound. The poultice also makes you reek from a 
  powerful stench. One dose lasts one day or until 
  washed off. 
   
  That is, a character treated while under the influence of 
  a Healing Poultice gets 1d10+1 Wounds if lightly 
  wounded, and 2 Wounds if heavily wounded.  
   
  This item should be listed under "Miscellanea", not 
  "Oddities". 
   
   
  The Weapons Tables 
  See the separate Weapons sheet for an up to date 
  summary of all weapons statistics, including all official 
  and house changes. 
   
  Any changes to Special Rules are noted here: 
  � To gain the benefit of the Two-Weapon Rules 
  when wielding a Dagger or Hand Weapon in your 
  secondary hand, you must possess the Specialist 
  Weapon (Parrying Weapons) Talent. 
  � The normal Spear can alternatively be used as a 
  Hand Weapon in all respects (to allow Spear & 
  Shield usage). 
  � Misfire rules are an amalgam of the core rules and 
  the expanded rules from OWA. 
  � The Length of a weapon may allow you to keep a 
  foe at bay (see Keep at Bay in the Combat section 
  below). 
   
   
  Weapons Qualities 
  See the separate Weapons sheet for an up to date 
  summary of all weapon qualities. 
   
   
  Weapons Length 
  Certain melee weapons are categorised as Very Long, 
  Long or Short weapons. Those remaining are 
  considered of average length. 
   
  Keep at Bay: See the Combat section (below). 
   
  Very Long Weapons: These weapons are too 
  unwieldy to use in melee combat against an enemy that 
  is engaged to you. You can only use these weapons 
  against enemies that you are charging, or enemies that 
  come at you from a distance. 
   
   
  Zapp’s WFRP House Rules 
  2/5 
  KHAM Productions 2005-2009 
  
  COMBAT, DAMAGE & MOVEMENT 
   
   
  Making an Attack 
  All attack actions can be used to make several attacks. 
  As soon as you miss an attack, however, your attack 
  action is over.  
   
  Add a new step to the “Making An Attack” method of 
  resolving attacks (p129): 
  “6. Make additional attacks (if possible). If you 
  scored a hit, and you have remaining attacks, return to 
  Step 1 and resolve the next attack. You only get to 
  make as many attacks as indicated by your Attacks 
  Characteristic, and you only get to make another attack 
  if the preceding roll to hit was successful.”  
   
  The Swift Attack action ignores this restriction. 
   
   
   
  Careful Aim action (Full Action) 
  The character takes extra time to set up a melee or 
  missile attack, thus increasing the chance to hit. If the 
  character’s following action is a standard attack, he 
  gains a +20% bonus to WS (for melee attacks) or BS 
  (for ranged attacks). This action requires a high degree 
  of concentration, and it should be considered similar to 
  casting a spell as an extended action. 
   
  You cannot take the Careful Aim action for thrown or 
  strung weapons (i.e. you can use it for rifles and 
  crossbows but not throwing axes or longbows). 
   
   
  Concentration Tests 
  Penalties for distractions while you are concentrating 
  apply in general, not only for spell casting (p144):  
   
  Make a Will Power Test ranging from Very Easy (no 
  damage) to Very Hard (10+ points of Wound loss). 
   
   
  Feinting 
  Anyone may use Agility in place of WS when taking 
  the Feint action. 
   
  Feinting and Keep At Bay: You can use this action to 
  negate the Keep At Bay advantage granted to an 
  opponent instead of taking the usual benefit. Your 
  subsequent attack does not become unavoidable – the 
  Feint merely makes it possible at all. 
   
   
  Fumbles 
  Golden combat rule  
  Keep varying your style! 
   
  Creative and varied use of the combat system and 
  its actions is encouraged. If you act in flexible or 
  entertaining ways (as measured by the GM and your 
  fellow players) and avoid repeating the same 
  combat actions over and over again, you should ask 
  your GM for a golden bonus. This bonus is most 
  often +10 to each single action, though the GM is 
  free to be generous.  
   
  Once this rule has fulfilled its purpose, the players 
  and GM should feel free to drop it. Very 
  experienced characters don’t need a bonus like this 
  anyway. Please note this rule is not intended for 
  rank-and-file NPCs. 
   
  If you roll ‘00’ (i.e. 100) when making an attack in 
  combat, you fumble. Unless the weapon is 
  Experimental or Unreliable the effect is left for the GM 
  to decide, although the most common result is that you 
  drop your weapon. 
   
   
  Grappling and Tackling 
  As an alternative to making a grapple attempt, you may 
  make a “tackling attempt”.  
   
  This works exactly as a normal grapple except if you 
  are successful you both fall to the ground. If your 
  grapple fails (either because your WS roll fails or 
  because his Agility roll succeeds) you alone fall to the 
  ground at your opponent's feet. 
   
  Grappling (or tackling) an armed opponent: This is 
  dangerous: the opponent gets a free attack if he's aware 
  and ready for the attack. If you take damage, this might 
  penalize your grapple attempt as determined by the 
  GM. 
   
  Grappling large creatures: The GM is free to assign 
  WS penalties to grappling and tackling larger or 
  heavier creatures. 
   
   
  Helpless 
  If the opponent cannot defend himself (due to wounds, 
  incapacitation or being totally unaware of the 
  impending attack), you get +30 and +1d10 to your 
  attack roll and damage. 
   
  This rule replaces the one on page 133 – you do not hit 
  automatically. 
   
   
  Zapp’s WFRP House Rules 
  3/5 
  KHAM Productions 2005-2009 
  
  Hit Location Table & Ranged Attacks 
  Location 
  Reversed Roll 
  (Melee) 
  Reversed Roll 
  (Ranged) 
  Head 
  01-15 
  01-10 
  Right Arm 
  16-35 
  11-20 
  Left Arm 
  36-55 
  21-30 
  Body 
  56-80 
  31-70 
  Right Leg 
  81-89 
  71-85 
  Left Leg 
  90-00 
  86-00 
   
   
  Insanity & Disorders 
  There are three stages to each of the disorders 
  presented in the main rulebook: Minor, Average and 
  Major. The rulebook describes the last and most severe 
  stage only.  
   
  The GM will provide more information when your 
  character goes insane. 
   
   
  Keep At Bay 
  If you act before your opponent and makes a successful 
  attack with a longer weapon, you may at your option 
  additionally prevent your opponent from closing in (he 
  then remains not engaged to you). 
   
  If the opponent successfully Feints you, he can opt to 
  negate this advantage (and engaging you) instead of 
  taking the usual Feint benefit. 
   
   
  Negating Weapon Penalties 
  You can spend 75 XP to negate a penalty of one 
  specific type of weapon.  
   
  A “penalty” is defined as either a –1 or –5% modifier, 
  to such things as damage or weapon skill. You cannot 
  use this Talent to actually gain any bonuses: you can 
  only negate penalties. 
   
  Example: the Dagger has a –3 penalty to damage. Thus 
  it has three penalties, which requires 225 XP to “buy 
  off” completely. 
   
   
  Perfect Hits in Combat 
  One tenth of your WS/BS value.  
   
  These cause an immediate and additional Critical 
  Effect with a value equal to your rolled result.  
   
  Example: With WS 42%, you score a perfect hit on a 
  roll of 01-04. If you roll 03, you cause the "3" Critical 
  Effect to Right Arm (03->30). 
   
  � Perfect Hits cause Critical Effects, not Critical Hit 
  Values. Look up the result in tables 6-4 to 6-7. (If a 
  Perfect Hit allowed a roll on table 6-3 it would 
  become much too deadly.) 
  � Apply a Perfect Hit even when the opponent has 
  Wounds left. Indeed, this is the main reason for 
  having the rule in the first place. 
  � Apply a Perfect Hit even if the opponent 
  successfully dodges or parries the attack. Only a 
  “perfect” dodge or parry can evade a Perfect Hit. 
   
  Magic users can only cause Perfect Hits when they 
  actually make a D100 roll, such as when they take the 
  Channelling action. 
   
   
  Ranged Weapon Ranges 
  These rules completely supersede the range rules in 
  chapter VI. 
   
  Point Blank Range: Governs all targets within 2 yards 
  (adjacent squares). You get a +20% bonus to BS. 
  Normal Range: No modifications within this range. 
  Long Range: x2 the Normal Range. You get  
  a –20% penalty to BS. 
  Very Long Range: x4 the Normal Range. You get a  
  –40% penalty to BS and must take the Aim action (for 
  a net penalty of –30%). 
  Extreme Range: x8 the Normal Range. You get a  
  –60% penalty to BS and must take the Careful Aim 
  action (for a net penalty of –40%). 
   
  Not all weapons can be used at all ranges (only Pistols 
  can be used at Point Blank Range, for instance; and 
  because normal bows cannot effectively be used with 
  Careful Aim, they cannot be used at Extreme Range, 
  unlike a crossbow or a rifle). 
   
  Example: A bola has a short range of 8 yards, and a 
  long range of 16 yards. It cannot be used at the Point 
  Blank, Very Long, and Extreme ranges. 
   
   
  Shaken 
  When you go from Lightly Wounded to Heavily 
  Wounded you become "shaken".  
   
  You must spend a half action to clear your mind as 
  soon as it becomes your turn. You succeed 
  automatically, as long as you are allowed to finish that 
  Half Action. You only become Shaken once per battle. 
   
   
  Winning and Gaining 
  "Winning" gives a +20 WS bonus to Manoeuvres. 
   
  You are said to be "winning" if you or your side deal 
  more damage than you or your side take yourself.  
   
   
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  KHAM Productions 2005-2009 
  
  REALMS OF SORCERY 
  THE WARHAMMER GRIMOIRE 
   
   
   
   
  Familiar Abilities 
  Ill Fortune 
  Distance to Master: A familiar’s abilities are rendered 
  completely inactive at any time the familiar is 
  separated from its master by more than a mile. The 
  familiar will try its best to return within range. 
  Concerning the spell Ill Fortune (p. 147). 
   
  The penalty for wearing the cursed item is  
  –5%. 
   
   
   
   
  Fortune Points & Magic 
  Control Creature spells 
  Fortune points can increase the chance of casting 
  spells successfully. 
  Concerning spells such as Bamboozle (p. 165) & Lure 
  of Chaos (p. 160). 
   
   
  A character can spend a Fortune Point to re-roll one 
  d10 of his Casting Roll, unless that roll was an 
  Automatic Failure. This is done after determining if 
  Tzeentch’s Curse occurs, but before determining 
  whether the casting was successful or not.  
  Control spells can only force the target to take 
  generally available combat actions. 
   
  The control lasts a number of round equal to your 
  Magic characteristic, but the target is allowed one WP 
  test per round to break free of the mental control. 
   
   
   
   
  Magic & Perfect Hits 
  Form of the Animal Spells 
  Magic users can only cause Perfect Hits (see above) 
  when they actually make a D100 roll, such as when 
  they take the Channelling action. 
  Concerning the animal transformation spells of the 
  Lore of Beasts (p. 149). 
   
   
  These spells should have Casting Numbers that mirrors 
  their respective usefulness: 
   
  Melee Magic Missiles 
  Form of the Ravening Wolf: CN 7 
  Instead of simply prohibiting spell casters from casting 
  Magic Missile spells in melee, this is allowed but 
  triggers a free attack from each adjacent opponent. If 
  any damage is taken, the spell caster must make a 
  Concentration Test to be able to fire the spell. 
  Form of the Puissant Steed: CN 15 
  Form of the Soaring Raven: CN 18 
  Form of the Raging Bear: CN 21 
   
   
   
  Spellcasting Disruption Spells 
   
  Concerning spells such as Silence (p. 149). 
  Protective Circles 
   
  The re-roll is made for purposes of determining 
  Tzeentch’s Curse only, and cannot affect the success or 
  failure of the casting roll. 
  The disruption lasts a number of round equal to your 
  Magic characteristic, but the target is allowed one WP 
  test per round to break free of the disruptive effect. 
   
   
   
   
   
  Zapp’s WFRP House Rules 
  5/5 
  KHAM Productions 2005-2009 
  
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