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Ten Dead Rats

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0% found this document useful (0 votes)
328 views24 pages

Ten Dead Rats

Uploaded by

Samuel Smallman
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Ten Dead Rats

A completely derivative effort at merging rules-light Classic D&D with grim


and perilous Warhammer Fantasy RP.

by Paul Siegel
Version 1.4
March, 2021
PREAMBLE
I have played every edition of Warhammer Fantasy RPG, and somehow despite a
deep love of the setting each set of rules has scared me off with its complexities
and oddities. I wanted something simple, something like classic D&D that was very
rules light and easy to keep in your head so you don’t have to scramble for rule
books every time your players do something unusual.
When I discovered Chris Hogan’s “Small But Vicious Dog” I thought I had found
it. Using old school D&D as a skeleton and wrapping it up in the meat of
Warhammer got me really excited. Unfortunately I found his document a bit
difficult to follow, and in some cases still more complex than what I was looking for.
Never-the-less, this document you are reading would have never existed without his
coming first.
My other touch point was the OED house rules by Dan Collins. A glorious exercise
in simplistic design, this 4 page booklet brought sanity to the little brown books and
made for an incredibly playable game. While my writing may not be quite as
spartan, it is an ideal to which I aspire.
And so here is my contribution, an attempt at a concise set of rules built atop
OD&D, heavily inspired by, and in some cases directly ripping off, Chris Hogan’s
Small But Vicious Dog. Much like Chris Hogan’s attempt, my document should be
seen purely as a fan-created homage, and is not meant to challenge anyone’s
copyright.

CREDITS
WFRP by Pramas, Bambra, Davis, Gallagher, Halliwell, and Priestley.
D&D by Gygax and Arneson.
Small But Vicious Dog by Chris Hogan.
Critical Wound Charts by Denis Tetreault.

1
CHARACTERISTICS
We map the 6 OD&D primary ability scores to Stat Bonus
Warhammer characteristics: Strength, 3-5 -2
Toughness, Agility, Intelligence, Will Power, 6-8 -1
and Fellowship. They are created by rolling 3d6 9-12 0
in order. 13-15 +1
Each Characteristic also has a Bonus value. 16-18 +2
These are abbreviated with the letter 'B', eg. 19-21 +3
Strength Bonus is SB and AgilityBonus is AgB. 22-24 +4

Movement is a single digit value representing


tens of feet per round, the standard being 4 (40’ per round).
Weapon Skill (WS), Ballistic Skill (BS), and Wounds (W) are dictated by your
class (see page 5).

Languages
Everyone speaks Reikspiel (or similar local language). Your Intelligence
Bonus (IB) dictates the number of additional languages you can speak. If
your IB is -1, you can only speak Reikspiel and have limited vocabulary. If
your IB is -2, your speech must be very simple and fragmented.

Tests
Characteristic Tests are performed by rolling Difficulty Target Number
1d20 and adding the characteristic bonus. A Moderate 10
result equal or over the Target Number based Challenging 15
on difficulty indicates success. Onerous 20
Contested Rolls are made by both parties
rolling 1d20, adding the appropriate characteristic score, and the higher total
winning. The GM will adjudicate the meaning of any ties.

2
Saving Throws
Saving Throws identical to characteristic tests, except that the player also
adds their level to the roll. Use the following examples for determine what
characteristic to use:
Characteristic Save Against
SB paralysis, polymorph, entanglement
TB poison, intoxication, disease, drowning
AgB falling, getting knocked over, maintaining balance
IB illusions
WPB fear, terror, magical effects
FB mind control, hypnosis, snake oils salesmen

Saving Throw or Characteristic Test?


Like Small But Vicious Dog, the rule of thumb is that Characteristic Tests
are for actions that are player initiated, while Saving Throws are for when the
characters are on the receiving end of something nasty.

Ones and Twenties


For all Tests and Saves, a natural 1 on the die will always fail, and a natural 20
will always succeed, regardless of Target Numbers or modifiers.

FATE POINTS
These represent the favor of the gods, or, more likely, the unwillingness of
the gods to let you die until you have suffered further for their entertainment.
Expenditure of a Fate Point allows a player character to avoid otherwise
inevitable death or a horrific critical injury. What happens instead of death or
maiming is entirely up to the GM, although the words ‘frying pan’ and ‘fire’
should be meditated upon.
All Characters begin with 2 Fate Points. Once spent, Fate Points can never
be regained. The GM may decide to award Fate Points for spectacular heroic
endeavors.
3
LEVEL
Players gain levels through earning XP. Small But Vicious Level XP
Dog only covered up to level 3. Here we include up to level 1 0

10, though we suspect few will survive past level 5. 2 200


3 400
XP is awarded for gaining treasure, typically 1 XP per gold 4 800
crown. What counts as treasure? Simply ask yourself 5 1,600
“would a pirate bury it?” 6 3,200
7 6,400
GMs may also ask players and/or the party as a whole to
8 12,800
invent ambitions or goals, and award XP bonuses for
9 25,600
achieving them. Alternately, for a more story-driven
10 51,200
campaign, the GM may remove treasure XP rewards and use
purely ambition based XP. In this case, use the formula in
the column labeled "Sole XP".
Ambition Expected Example Bonus Sole XP*
Duration XP
Personal 2-3 Purchase a firearm 25 Level 1: 25
sessions Make contact with a thieves' guild Thereafter:
Unveil a chaos worshipper Current Level XP / 8
Party 6-12 Travel from Altdorf to Kislev 100 Level 1: 100
sessions Find proof that Skaven exist Thereafter:
Find out who is behind all these murders Current Level / 2
*For example, if the player is currently level 6 and the GM is using only ambition based XP, the award for achieving
a personal ambition is (3,200 / 8) or 400 XP while a party ambition is worth (3,200 / 2) or 1,600 XP.

RACE
Players may choose their race from the list below, or roll randomly and gain
30 XP. Each race also modifies ability scores as indicated here.

Roll (1d20) Race Modifiers


1-15 Human +1 Fate Point
16-17 Halfling +2 Ag, +2 Fel
18-19 Dwarf +2 T, +2 S, -1 M
20 Elf +2 Ag, +1 M
4
CLASS
Your class is dictated by your career, and dictates the following:

Academic Use no armor, dagger and staff only


WS = level / 2 + SB
BS = level / 2 + AgB
W = 1d4 + TB per level
Free Read/Write Talent
Ranger Use medium armor and all weapons
WS = level + SB
BS = level + AgB + 1
W = 1d6 + TB per level
Rogue Use light armor and one-handed weapons
WS = level * 2/3 + SB
BS = level * 2/3 + AgB
W = 1d6 + TB per level
One free Skill Talent from Career list of player's choice.
Warrior Use heavy armor and all weapons
WS = level + SB
BS = level + AgB
W = 1d8 + TB per level

CAREER
Roll for your Career on the chart below and earn 20 XP. Or roll three times and pick your
favorite, and get 10 XP. Or just pick, and no XP for you.

Roll Class Career Roll Class Career


1 Academic Apothecary 11 Rogue Beggar
2 Barber-Surgeon 12 Charlatan
3 Engineer 13 Entertainer
4 Wizard’s Apprentice 14 Grave Robber
5 Zealot 15 Smuggler
6 Ranger Boatman 16 Warrior Mercenary
7 Bounty Hunter 17 Pit Fighter
8 Coachman 18 Sailor
9 Rat Catcher 19 Soldier
10 Road Warden 20 Squire
5
TALENTS
Each Career has access to a list of Talents. Players can select one Talent per level
including their first. Most Talents can only be taken once unless otherwise noted.
The GM may at their discretion allow access to Talents outside a player’s Career
based on the state of the campaign.
Some Talents have names prefixed with “Skill”, all of which is covered by the “Skill:
X” Talent. Generally all "skills" are performed via characteristic tests, and any skill
can be attempted by any character. The "Skill" Talent simply grants a bonus to such
attempts. Activities gated by non-skill Talents (eg. Read/Write, Swim) cannot be
attempted without the Talent.

Talents By Career
Apothecary Talents
• Coolheaded • Read/Write • Skill: Gossip • Suave
• Hardy • Savvy • Skill: Medicine
• Lightning Reflexes • Skill: Chemistry • Skill: Persuasion
• Magick • Skill: Evaluate • Spell

Barber-Surgeon Talents
• Fearless • Savvy • Skill: Perform • Surgery
• Lightning Reflexes • Skill: Gamble • Skill: Sleight of Hand • Two-Weapon
• Orientation • Skill: Gossip • Strike Mighty Blow Fighting
• Read/Write • Skill: Medicine • Strike to Stun • Very Resilient

Beggar Talents
• Beneath Notice • Sneak Attack • Skill: Gossip • Skill: Sleight of Hand
• Doomed • Skill: Athletics • Skill: Perform • Stone Soup
• Flee! • Skill: Disguise • Skill: Persuasion • Suave
• Hardy • Skill: Evaluate • Skill: Pick Locks • Strike to Stun
• Orientation • Skill: Gamble • Skill: Stealth • Very Resilient

Boatman Talents
• Beneath Notice • Lightning Reflexes • Skill: Evaluate • Skill: Repair
• Contortionist • Mighty Shot • Skill: Gamble • Skill: Sail
• Coolheaded • Orientation • Skill: Gossip • Stone Soup
• Disarm • Rapid Shot • Skill: Intimidate • Swim
• Hardy • Skill: Athletics • Skill: Persuasion • Very Strong

6
Bounty Hunter
• Disarm • Rapid Strike • Skill: Gossip • Two-Weapon
• Fleet Footed • Read/Write • Skill: Intimidate Fighting
• Follow Trail • Skill: Animal Care • Skill: Law • Very Strong
• Lightning Reflexes • Skill: Athletics • Skill: Ride
• Mighty Shot • Skill: Disguise • Strike Mighty Blow
• Rapid Shot • Skill: Gamble • Strike to Stun

Charlatan Talents
• Contortionist • Savvy • Skill: Gamble • Skill: Sleight of Hand
• Doomed • Skill: Animal Care • Skill: Gossip • Sneak Attack
• Flee! • Skill: Chemistry • Skill: Medicine • Suave
• Follow Trail • Skill: Disguise • Skill: Perform • Surgery
• Read/Write • Skill: Evaluate • Skill: Persuasion • Very Resilient

Coachman Talents
• Charge • Lightning Reflexes • Skill: Evaluate • Two-Weapon
• Coolheaded • Mighty Shot • Skill: Gamble Fighting
• Fearless • Rapid Shot • Skill: Gossip • Very Resilient
• Flee! • Rapid Strike • Skill: Repair
• Follow Trail • Skill: Animal Care • Skill: Ride
• Gunner • Skill: Drive • Skill: Stealth

Engineer Talents
• Fearless • Mighty Shot • Skill: Gamble • Skill: Sleight of Hand
• Fleet Footed • Rapid Shot • Skill: Gossip • Strike Mighty Blow
• Gunner • Read/Write • Skill: Medicine • Swim
• Lightning Reflexes • Savvy • Skill: Perform

Entertainer Talents
• Beneath Notice • Mighty Shot • Skill: Gamble • Skill: Stealth
• Contortionist • Read/Write • Skill: Gossip • Skill: Sleight of Hand
• Disarm • Skill: Athletics • Skill: History • Sneak Attack
• Fleet Footed • Skill: Disguise • Skill: Perform • Stone Soup
• Magick • Skill: Evaluate • Skill: Persuasion • Suave

Grave Robber Talents


• Charge • Lightning Reflexes • Skill: Gossip • Skill: Stealth
• Coolheaded • Skill: Animal Care • Skill: History • Sneak Attack
• Dodge Blow • Skill: Athletics • Skill: Law • Suave
• Doomed • Skill: Disguise • Skill: Medicine • Strike Mighty Blow
• Fearless • Skill: Evaluate • Skill: Pick Locks • Surgery
7
Mercenary Talents
• Charge • Hardy • Skill: Gamble • Two-Weapon
• Coolheaded • Mighty Shot • Skill: Gossip Fighting
• Disarm • Rapid Shot • Skill: Ride • Very Strong
• Dodge Blow • Rapid Strike • Strike Mighty Blow
• Flee! • Skill: Animal Care • Strike to Stun
• Follow Trail • Skill: Athletics • Swim

Pit Fighter Talents


• Charge • Frenzy • Skill: Gamble • Two-Weapon
• Disarm • Hardy • Skill: Gossip Fighting
• Dodge Blow • Lightning Reflexes • Skill: Intimidate • Very Resilient
• Fearless • Rapid Strike • Strike Mighty Blow • Very Strong
• Flagellant • Skill: Athletics • Strike to Stun
• Fleet Footed • Skill: Evaluate

Rat Catcher Talents


• Beneath Notice • Lightning Reflexes • Skill: Evaluate • Two-Weapon
• Contortionist • Orientation • Skill: Gamble Fighting
• Doomed • Rapid Shot • Skill: Gossip • Very Resilient
• Fleet Footed • Skill: Animal Care • Skill: Pick Locks
• Follow Trail • Skill Athletics • Skill: Stealth
• Frenzy • Skill: Chemistry • Stone Soup

Road Warden Talents


• Charge • Orientation • Skill: Gossip • Surgery
• Disarm • Rapid Shot • Skill: Intimidate • Two-Weapon
• Dodge Blow • Rapid Strike • Skill: Law Fighting
• Fleet Footed • Skill: Athletics • Skill: Persuasion
• Lightning Reflexes • Skill: Disguise • Skill: Ride
• Mighty Shot • Skill: Gamble • Suave

Sailor Talents
• Beneath Notice • Lightning Reflexes • Skill: Gossip • Two-Weapon
• Contortionist • Orientation • Skill: Intimidate Fighting
• Dodge Blow • Rapid Shot • Skill: Sail • Very Resilient
• Doomed • Rapid Strike • Stone Soup • Very Strong
• Fleet Footed • Skill: Evaluate • Swim
• Gunner • Skill: Gamble

8
Smuggler Talents
• Charge • Read/Write • Skill: Evaluate • Skill: Ride
• Contortionist • Savvy • Skill: Gamble • Skill: Sail
• Flee! • Skill: Animal Care • Skill: Gossip • Sneak Attack
• Follow Trail • Skill: Disguise • Skill: Persuasion • Suave
• Orientation • Skill: Drive • Skill: Pick Locks • Swim

Soldier Talents
• Charge • Gunner • Skill: Gamble • Two-Weapon
• Disarm • Hardy • Skill: Gossip Fighting
• Dodge Blow • Orientation • Skill: Ride • Very Resilient
• Doomed • Rapid Shot • Strike to Stun • Very Strong
• Flee! • Skill: Animal Care • Surgery
• Frenzy • Skill: Drive

Squire Talents
• Charge • Rapid Shot • Skill: Gossip • Two-Weapon
• Disarm • Rapid Strike • Skill: History Fighting
• Dodge Blow • Read/Write • Skill: Ride • Very Strong
• Fearless • Savvy • Suave
• Flee! • Skill: Animal Care • Strike Mighty Blow
• Hardy • Skill: Drive • Strike to Stun

Wizard’s Apprentice Talents


• Coolheaded • Read/Write • Skill: Gamble • Surgery
• Fearless • Savvy • Skill: Gossip • Swim
• Fleet Footed • Skill: Chemistry • Skill: History • Very Resilient
• Magick • Skill: Evaluate • Spell

Zealot Talents
• Coolheaded • Frenzy • Skill: Gossip • Skill: Persuasion
• Doomed • Magick • Skill: History • Spell
• Fearless • Read/Write • Skill: Intimidate • Stone Soup
• Flagellant • Savvy • Skill: Law

9
TALENTS DESCRIPTIONS
Beneath Notice – You are generally ignored by those of higher status, and
may make Stealth tests in plain sight when surrounded only by your betters.
Charge – You can charge head-long into combat moving your full movement
and then making an attack with a damage bonus equal to your level if you hit.
Contortionist – You can bend and manipulate your body in unusual ways,
and squeeze through unlikely gaps.
Coolheaded – Permanently increase your Will Power by +2.
Disarm – After hitting your opponent you may attempt to disarm them
instead of dealing damage. The opponent must make an Agility save or their
weapon drops to the ground.
Dodge Blow – You take 1 less damage from all melee attacks.
Doomed – Your death was foretold at an early age. Write down the means of
your impending death, and if your character dies in this fashion, your next
character begins one level higher than normal.
Fearless – You are immune to Fear and treat Terror as Fear.
Flagellant – You gain a bonus to your WS equal to the number of Wounds
you have lost, up to a maximum of your TB.
Flee! – When moving away from combat you gain +1 Move.
Fleet Footed – You permanently gain +1 Move.
Follow Trail – You can follow most ordinary tracks. An Intelligence test may
be called for to find old or well concealed tracks, or to determine distance,
number, or type of quarry.
Frenzy – You can spend a round working yourself up into a frothing rage.
You gain +2 to Strength tests, WP tests, and damage rolls, but -2 to WS and
Int tests. You must attack the nearest enemy and may not flee or retreat.
This frenzied state lasts until the end of the combat.
10
Gunner – You understand how to use black powder weapons.
Hardy – You gain +1 wound per level. You do gain the extra wounds for
levels achieved after taking this Talent.
Lightning Reflexes – Permanently increase your Agility by +2.
Magick – You may take this Talent multiple times, but no more than once per
3 levels of experience. So at level 4 it can be taken twice, at level 7 three
times, etc. Each time you increase the number of dice you can use to cast
spells. Upon gaining your first die, you also learn one spell for free (see Spell
Talent below).
Mighty Shot – You deal +1 damage with all ranged attacks.
Orientation – You rarely get lost and always know where North is.
Rapid Shot – You may make an additional range attack each round.
Rapid Strike – You may make an additional melee attack each round.
Read/Write – You are literate and can read and write any language you are
able to speak. You cannot take this Talent if your Intelligence modifier is
below 0.
Savvy – Permanently increase your Intelligence by +2.
Skill: X – You are especially skilled in the given pursuit. Any ability test you
make receives a bonus equal to your level if the GM can be convinced the
skill applies.
Sneak Attack – You deal double damage when attacking from an unseen
position. This increases to triple damage at level 6.
Spell – You learn an additional spell. You can take this Talent as many times
as you like. You cannot learn spells of a level higher than half your current
character level rounded up. Thus, a 5th level character can only learn spells of
spell levels 1, 2, or 3, while a 4th level character is limited to only spell levels 1
and 2.

11
Stone Soup – You can subsist on half the amount of food as others, and can
resist starvation for 2 days longer.
Strike Mighty Blow – You deal +1 damage with all melee attacks.
Strike to Stun – After hitting with a melee attack, you may stun your
opponent for 1 round instead of rolling damage.
Suave – Permanently increase your Fellowship by +2.
Surgery – Make an Intelligence test to heal the patient for a number of
Wounds based on the chart below. Failing this roll causes the patient to take
1d4 Wounds of damage instead. Any given character may only benefit from
Surgery once per combat or other Wound causing event.
Roll Wounds Healed
10 - 14 1d6 + 1
15 - 19 2d6 + 2
20+ 3d6 + 3

Note that a single d6+1 of healing may instead be allocated to removing a


Critical Injury. Eg, if a Surgeon rolls a 23 when healing a character with a
Critical Injury, the injury may be removed and the character restores 2d6+2
Wounds.
Swim – You are able to move through deep water at up to half your normal
Move score without drowning.
Two-Weapon Fighting – You can fight with a light weapon in your off hand,
gaining either an additional attack, or a +2 AC if used to parry.
Very Resilient – Permanently increase your Toughness by +2.
Very Strong – Permanently increase your Strength by +2.

12
GEAR
Currency
1 Gold Crown (GC) = 20 Silver Shillings (/)
1 Silver Shilling (/) = 12 Brass Pence (d)
Players begin the game with 3d6 Gold Crowns.

Encumbrance
Your carrying capacity is 40 lbs. plus your SB x 10 lbs. You can carry up to
double this at -1 Move, and up to triple at -2 Move. Anything more than
triple your carrying capacity and you cannot move at all.

Armor
Armor Class (AC) is 9 when Armor Cost AC Weight
unarmored, or per the armor type Leather 2 GC 7 20 lbs
worn, minus the wearer's Agility Chain Mail 6 GC 5 40 lbs
modifier. Shields further reduce Plate Mail 30 GC 3 50 lbs
AC by 1. Thus a character with Shield 2 GC 1 less 10 lbs
Chain Mail, Shield, and an Agility
of 13 would have AC 3.

Melee Weapons
Any weapon that can be carried on one hand (sword, mace, axe, club, pointed
stick) is considered a "Hand Weapon".
Melee Weapon Cost Damage Weight
Hand Weapon 1 GC 1d6 3 lbs.
Dagger 16 / - 1d4 1 lbs.
Great Weapon (2-handed) 4 GC 1d8 15 lbs.
Pole Arm (2-handed) 2 GC 1d10 15 lbs.
Staff (2-handed) 3/- 1d4 4 lbs.

13
Ranged Weapons
Range value shows the maximum range the weapon can reach. Short range
is up to half maximum and incurs no penalty, long range is anything above
half maximum and suffers a -2 penalty.
Ranged Weapon Cost Damage Range Weight
Crossbow 5 GC 1d6 240' 4 lbs.
Case of 12 Bolts 5/- 1 lbs.
Bow 4 GC 1d6 150' 2 lbs.
Long Bow 5 GC 1d6 210' 3 lbs.
Quiver of 20 Arrows 8/- 3 lbs.
Sling 1/- 1d4 160' 0 lbs.
Pouch of 10 Sling Stones - 1 lbs.
Thrown Dagger 16 / - 1d4 30' 1 lbs.

Black Powder Weapons


Black Powder weapons can only be used by those with the Gunner talent.
They are expensive, fiddly, complicated, and prone to failure. They require a
full round to reload.
On a natural 1 when rolling to hit, roll a second d20. On a 1 the gun
explodes, causing its normal damage to the wielder and destroying the
weapon. Any other result and the gun jams, and cannot be used again until a
successful Intelligence (Repair) test is performed to unjam the weapon.
Black Powder Weapons Cost Damage Range Weight
Blunderbuss (2-handed) 8 GC 2d6 * 5 lbs.
Firearm (2-handed) 20 GC 2d6 150' 10 lbs.
Hochland Long Rifle (2-handed) 100 GC 2d6 210' 15 lbs.
Pistol 50 GC 2d6 150' 3 lbs.
Powder and Shot (12) 3/- 1 lbs.

A blunderbuss fires in a 15' cone extending from the wielder. The wielder
does not roll to hit – anyone in the area must make an Agility Save or take
the damage. The wielder does still roll a d20 to check for misfire as above.
14
Other Gear
Gear Cost Weight Gear Cost Weight
Backpack 10 / - 2 lbs. Rations, Iron (per week) 2 GC 7 lbs.
Crowbar 1 GC 5 lbs. Rations, Standard (per week) 10 / - 7 lbs.
Flask of oil 4/- 1 lbs. Rope (50' length) 2/- 10 lbs.
Garlic (3 cloves) 10 / - - Sack, Small 4/- ½ lbs.
Grappling hook 3 GC 4 lbs. Sack, Large 6/- ½ lbs.
Hammer (small) 4/- 2 lbs. Saddle and Bridle 3 GC 25 lbs.
Holy symbol 3 GC 1 lbs. Stakes (3) and Mallet 6/- 3 lbs.
Holy Water (1 vial) 3 GC 1 lbs. Thieves' Tools 3 GC 1 lbs.
Iron Spikes (12) 2/- 8 lbs. Tinder Box (flint & steel) 6/- -
Lantern 1 GC 3 lbs. Torches (6) 2/- 6 lbs.
Mirror (hand-sized, steel) 10 / - ½ lbs. Water/Wine Skin 2/- 4 lbs.
Pole, Wooden (10' long) 2/- 8 lbs. Wolfsbane (1 bunch) 1 GC -

COMBAT
At the start of combat, initiative is rolled as a group - the GM rolls 1d6 and
the players nominate one of their number to roll 1d6. The group with the
higher value goes first, starting with either the DM or the player immediately
to the DM's left or right, then proceeding around the table.
Combat resolution uses Target 20 as OED. A hit is calculated as:
1d20 + Attacker's WS or BS + Target's AC >= 20
Natural 1's and 20's are automatic misses or hits with no additional effect,
unless otherwise noted (eg. Black Powder Weapons have special rules for
natural 1's).

15
CRITICAL INJURIES
Upon reaching 0 wounds a character suffers a critical injury. To determine the effect, roll for
the location and severity of the injury. Any further damage will immediately kill the
character. Healing that restores a die of wounds may instead remove a critical injury. Lost
limbs cannot be restored.

Roll (d100) Location Roll (d100) Location


01-02 Foot 51-70 Chest (c)
03-07 Shin 71-73 Hand
08-10 Knee 74-78 Lower Arm
11-20 Thigh 79-81 Elbow
21-22 Groin (a) 82-91 Upper Arm
23-33 Gut (b) 92-93 Neck (d)
34-40 Hip 94-96 Face (e)
41-50 Shoulder 97-00 Head (f)

Roll (1d8) Severity a b c d e f


1-4 Broken – will heal in 1d4+2 weeks S B P D I U
5-7 Maimed – can only be healed magically I O L X D D
8 Severed I D D X X X

Special Notes
S Stunned – cannot act for 1 round
I Incapacitated, effectively unconscious
U Unconscious
P Pain from broken ribs, -2 to hit and damage
L Punctured Lung, severe pain, -4 to hit and damage
B Massive Bleeding, Death in 1d6 rounds without aid
O Ruptured Organs, internal bleeding, Death in 1d3 rounds
D Death in 1d6 rounds
X Instant Death

16
MAGICK
Standard OD&D spell lists can be used, though we recommend instead using
the Book of Spells by Dan Collins.
https://tinyurl.com/t5tkksj
Unlike D&D, spells are not memorized,
Spell Level Target Number (TN)
but rather rolled for as in Warhammer
1 3
FRPG. Each spell caster has a number of
2 5
six-sided magic dice and may choose to
3 7
roll any number of them each time they
4 9
cast a spell. The target number (TN) of
5 11
any spell is based on the level of the spell.
6 13
If the total rolled is equal to or more than
the spell’s target number the spell is cast
successfully.
If the roll is failed, the spell simply does not manifest. If a single die is used
and a 1 is rolled, or if multiple of the same number are rolled (doubles,
triples, etc.) the caster suffers a mishap. The details of any specific mishap
are up to the GM to interpret with the following guidelines:
Minor Mishap (doubles, or 1 Caster glows with eldritch light for 1d10 rounds, milk curdles,
on a single die) animals flee, ghostly voices, caster takes minor damage, etc.

Major Mishap (triples) Caster gains visible infernal mark lasting 24 hours, stunned for 1
round,, a minor daemon appears, suffers magical burnout (1 Casting
Dice for the next 24 hours), etc.

Critical Mishap (quads) Casters falls unconscious for 1d10 minutes, 1d6 daemons appear,
caster takes random critical hit, etc.

Note that is possible to roll a mishap and for the spell to still succeed. In this
case resolve the mishap first, and then the effect of the spell.

17
PSYCHOLOGY
Fear
When faced with something that causes Fear, characters must make a WP
Saving Throw. Characters who fail this save will refuse to move towards or
attack the fear causing object unless and until it attacks them. They also
suffer a –1 penalty to all attack rolls, saving throws and characteristic tests for
3d4 rounds. Characters who succeed at this save suffer no ill effects.

Terror
When faced with something that causes Terror, characters must make a WP
Saving Throw. Characters who fail this save immediately curl up into an
unmoving ball, or may display other undesirable behavior as dictated by the
GM. Regardless of success the character is affected as if they failed a Fear
save (see above).

CORRUPTION
When a player comes into contact with something imbued with Chaos
(warpstone, mutants, demons, etc) they may become corrupted. When this
happens, the GM will ask the player to record a number of Corruption
Points on their character sheet. The GM may decide to allow a WP Test to
avoid the corruption, or to reduce the amount (for example from d3
Corruption Points to just 1).
When a player reaches 5 or more corruption points, they must make a WP
Test with a Target Number of 10 plus total corruption points. If they fail,
remove 5 corruption points from their total and assign them a mutation.

18
MUTATION
The 2nd Edition WFRP book Tomb of Corruption offers a lot more variety
if you find this list too limited for your needs.
Roll Mutation Effect
1 Animalistic Legs +1 Movement
2 Chaos Organ +1 Toughness, -1 Fellowship
3 Corpulent –1 Movement, +1 Strength, +1 Toughness
4 Distended Digits +2 to Tests that require nimble fingers

5 Emaciated –2 Strength, +1 Agility

6 Enormous Eye +2 on Tests involving vision

7 Extra Leg Joints +1 Agility

8 Extra Mouth Roll on the Hit Location table to see where

9 Fleshy Tentacle Free Two-Weapon Fighting Talent

10 Glowing Skin Effective light of a candle

11 Horns Can make free extra attack for 1d4 damage

12 Inhuman Beauty +2 Fellowship; you do not scar

13 Inverted Face –4 to all Fellowship Tests

14 Iron Skin +1 AC, –2 Agility

15 Lolling Tongue -2 to Tests requiring speech

16 Patchy Feathers Roll on the Hit Location table twice to see where

17 Short Legs –1 Movement

18 Thorny Scales +1 AC

19 Weeping Pus Roll on the Hit Location Table to see from where

20 Whiskered Snout +2 to tracking related Tests

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MONSTERS
Monster stats appear as follows.
Monster Name
M WS BS A W AC Save Tests

A stands for number of attacks, Wounds (W) are in dice to roll per monster.
Damage for monsters is generally 1d6 unless otherwise noted. All other stats
are the same as players. D&D monsters should be easy to convert, supplying
the HD value for WS, BS, W, and Save, and half that value rounded up for
Tests (used for making Characteristic Tests if necessary).

CHAOS
Beastmen
M WS BS A W AC Save Tests
4 2 2 1 2d8 6 2 1

Beastmen are goat-legged, animal-headed tribal humanoids who consider


themselves the favored children of Chaos. 50% of all Beastmen should have
a random mutation (roll on the Mutation chart).

Mutants
M WS BS A W AC Save Tests
4 1 1 1 1d8 7 1 1

The people of the Empire typically leave children showing the touch of
Chaos in the woods to die. Some manage to survive, prowling the forests for
survival. Roll 1d3 random mutations for each mutant.

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Lesser Demon
M WS BS A W AC Save Tests
4 4 4 2 4d8 4 4 2

Summoned by dark rites from the realm of Chaos itself, demons take all
manner of strange and unusual forms. Some can fly, or turn into smoke, or
spit fire. Consider the stats above as a baseline and modify as you see fit.

GREENSKINS
Goblins
M WS BS A W AC Save Tests
3 1 1 1 1d4 6 1 1

Vicious, quarrelsome, and disorganized, goblins are the lowest and most
feeble of the greenskins. They fight in patchwork armor and with whatever
weapons they can scrounge.

Orcs
M WS BS A W AC Save Tests
4 1 1 1 1d8 6 1 1

Larger and stronger than goblins, orcs delight in cruelty and slaughter. They
especially hate dwarves and all have the Strike Mighty Blow Talent (dealing
+1 damage).

Orcs will sometimes be accompanied by a Boss. Larger and stronger than


the others, the orc boss will have 2d8 Wounds and fight with a two-handed
Great Weapon for 1d8 damage.

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SKAVEN
Goblins
M WS BS A W AC Save Tests
4 1 1 1 1d8 6 1 1

Small humanoid rat-men definitely do not exist, and are not prowling unseen
through the sewers of every major human city.

UNDEAD
Skeletons
M WS BS A W AC Save Tests
4 1 1 1 1d8 7 1 1

The bleached animated bones carrying the weapons they wielded in life are
quite horrific to behold. Skeletons cause Fear to anyone who beholds them.

Zombies
M WS BS A W AC Save Tests
4 2 2 1 1d8 8 2 1

Zombies are quite slow and thus always lose initiative when encountered on
their own. Their shambling mindless form, like most undead, causes Fear in
those that behold them.

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