Warhammer fantasy roleplay 2nd edition pdf download






















Slaughter margin is a system introduced in Old World Bestiary. It is used to track combat difficulty. The College of Heralds in Altdorf requires some temporary help to sort out some disputed property cases. However, all is not quite as easy as it appears-the bickering candidates are powerful, corrupt and ambitious individuals, and range from organised criminals to powerful wizards, and fanatic members of the Church. Bribery, corruption, street violence and a vicious animated compost heap will all be encountered on the streets of Altdorf.

The adventurers will travel from the south of the Empire to the city of Middenheim, while also trying to avoid the misfortunes on the road, some sinister Tileans and the death cultists who have all decided that the party and the old painting that they are guarding are the key to finding out exactly how the long dead astrologer Tibor Brochi has managed to involve them in his affairs-five hundred years after he died.

It takes a day of PCs time and can be finished in one session. Humans are the most common race in the Old World and the founders of the Empire.

While they are neither as tough as Dwarfs not as wise as Elves, Humans are a vibrant and energetic race that has achieved much in a short time. They are tremendously adaptable, which is both a great strength and a serious weakness.

These are broken into two groups, the Main Profile and the Secondary Profile. The Characteristics in the Main Profile are rated on a scale of O, with higher scores being better. The characteristics in the Secondary Profile are usually rated on a scale of O and again higher scores are better. Here's a sample of what your character's profile may look like:. Weapon Skill WS - This is your characters innate skill with a melee weapon. Doesn't specify strength, but just overall how handy you are in close combat.

Ballistic Skill BS - This is your character's innate skill with a ranged weapon. Like Weapon skill, it's how good, and skilled you are at the art of long ranged weapon handling. Strength S Your characters overall strength and physical ability to move things, and brawniness. Toughness T Represents your characters ability to withstand a blow, take a hit, resist poison, not faint from blood loss etc. Agility Ag Represents your characters ability to move quickly, reflexes, dexterity, and reaction to events.

Will Power WP Your mental toughness, resolve, determination, and ability to withstand mental stress. Attacks A This is your character's ability to strike and how often those strikes land. This is the maximum number of attacks you can make in a round. Wounds W This is your character's general vitality, and "HP". How much damage you can take before falling. Strength Bonus SB This is your character's ability to inflict damage and wounds to a target.

Derived from your character's Strength. Toughness Bonus TB Derived from your character's toughness. Used to resist damage from outside attack. Magic Mag Represents your character's magical power.

This is rare trait to acquire and is generally dependent on your career and training. Insanity Points IP Represents your character's state of mind. The more points you acquire here, the more your character loses his sanity and can be influenced by Fate Points FP Fate is your luck, and "destiny".

Can be used to avoid some pretty awful things like So, your starting Characteristics are heavily influenced by your characters race. The different rolls that you need per stat are given on the table , that I've included below. Match the Stat with the race that you chose and look at the modifier.

For example To roll your Strength, if you were an Elf, you would roll 2d10 and add Most of the secondary profile stats are derived from your prior rolls, and table numbers and racial traits. Here's how you determine each:. Attacks The base number of attacks that you get is always 1. This can be modified with the choice of a career that adds to this value. Wounds W You would roll 1d10 for this and then consult the table , "Starting Wounds".

I've included it below for reference. Wounds are basically the "Hit Points" that your character has. Hopefully it's atleast higher than 19 then! Magic Mag Everyone starts with 0 but your career will determine your bonus. Insanity Points IP Starts at 0 thankfully!! Though starting out with an insane character would be fun Don't forget! So aside from your main and secondary profile stats that you generated, your race also comes with some abilities that you get. It gives each race a unique flavor from each other.

As the list is a bit long, I will not be posting each of the races starting Skills and Talents here, but note that the are on page Also as a GM atleast for myself, I would recommend the idea of letting players have a bit of freedom with these starting abilities. Look at it this way, a Dwarf raised in one part of the world is going to have different language, and skills than a Dwarf who grew in a different area. Everything comes into play in the skills we develop and learn, even things like climate, terrain, political views, etc..

So I figure if the player character can justify it with a backstory, then allow them to maybe swap a skill or talent out for one more suited to the origin of their character. What are these alleged racial traits? Well, your character gets two types. Skills and Talents. Skills are things learned. Either by being born into a certain race, or learned by developing the skill due to a career, or just a skill that you cultivated due to your environment.

Skills are split into Common Skills and Advanced Skills. They represent things that you can try valiantly even if you're untrained in the art. Then there are Advanced Skills, where they actually require your knowledge and training to perform. For these, you must actually have bought or have a class or race that has that skill. Advanced skills literally can not be attempted without them. Some of these I have problems with, and as a GM you should feel empowered to switch some around if you feel an advanced skill should be considered common.

Below is a list of the basic and advanced skills from the Core Book. The other set of bonus you receive is something called a Talent. Talents are different from skills in that they really aren't something that you test for, it's more of some ability that you naturally possess.

For example, if you choose an Elf as a starting race, you automatically get the "Excellent Vision" talent, as well as "Night Vision". If you picked a human, you get to choose your talents! Goes to show how versatile humans can be. Talents can give you some really interesting abilities and a very good way to carve out the uniqueness of your character. The same rules apply as for talents.

Talents though don't stack, so there is no "talent mastery". Though as a GM, you can change this. Some talents, lend themselves to the idea of being able to 'master' and perhaps gain an additional bonus, or extra attack. Here's a list of Talents from the Core Book:. So if you're familiar with the sort of "gold standard" of RPG's Dungeons and Dragons, then the mechanics of increasing level and stat points have set the way for many many carbon copies. This is something is changed up in WFRP.

There actually are not real levels in the game per see. The experience systems works in a very free form way, and it actually took a few read throughs to 'get it'. It basically amounts to this The GM is given discretion to hand out XP as he see's fit.

But as a scale characters can 'spend it' XP at a time to increase certain stats, or buy skills, or enter new career paths etc See the table below for the list of how to use garnered and hopefully well earned! As shown above, the PC's can choose how to spend their gained experience points. Generally GM's should let their PC's spend it hamper free, but things like career changing may require additional requirements such as actually having access to the training required, or tutelage of studying under someone to learn the art.

Undoubtedly you have seen that each Career you can pick from has a profile for it. This is called the Advance Scheme profile. It should be copied separately to your character sheet, as a sort of guide to let you know how you can apply your earned XP. A brief look at each option Now you can't just choose any stat you want. It has to have one that has option to increase. It will depend on your career which ones are available to increase. An example below is from the Baliff Career:. In addition to these, you can also use your XP to switch or "upgrade" to a new career.

Of course you must first meet the entry requirements of that career as well. There are a ton of weapons in the Old World, and due to the nature of the grim and perilous world, anything can be used as a type of way to defend yourself. Weapons are broken up into types, or 'how' they are used, such as snaring, defensive, slow, piercing, impact, unreliable Each one of these qualities has an affect on the attack,damage, speed, safety of using it.

Armor has a similar role and gives you the ability to use "basic" armor rules, and "Advanced Armor" rules. The basic armor rules are simple and good if you're starting out, especially since you'll probably be light on armor anyway. Basically if you're using the Basic Armor rules, the following applies:.

This goes a long way to simplifying the the more advanced armor system. That being said, the advanced armor system is really fun to use, and if you find yourself in a game where combat isn't constant, and you have some time to give, I'd really suggest running with the Advanced rules.

Further down is combat rules, which will expand upon this, but basically for attacking and assigning damage, characters have six locations that can be hit. Head, right arm, left arm, body, left and right legs. Ohh boy, here we go. This will be as concise as I can make it. Again the pdf books for 2nd edition are available so for a full understanding you'll want to refer to them.

Let's break this down into steps. To attack an opponent in close combat, you need to be within 5 feet, and for ranged attacks, you need to be within the weapon's range and line of sight. With these requisites, you can proceed with the attack.

Roll to Hit Roll 2d10 for percentile dice. Refer to your Weapon Skill characteristic for melee attacks and your Ballistic Skill for ranged attacks.

Remember you need to roll equal to less than the characteristic. Determine Location of Blow Now that you scored a hit or not determine where your blow struck. Take the attack roll, and reverse the order of the dice roll. So if you rolled a 37, then your hit location would be This can not be used when taking an attack from a ranged weapon. You can attempt to parry the attack if you entered the parry half action stance at the beginning of your turn, OR if you are brandishing two hand weapons.

If you make a successful WS test, you have succesfully fought off the attack, and no damage is dealt. Likewise if you have the Dodge advanced skill, you can make a Dodge skill test at this time and if you succeed, the attack did not hit you and you are in the clear!

Roll Damage Now that you have the location of where your blow strikes, roll 1d10 and add the damage for the specific weapon you're using. For example look below at the chart for melee weapon damage. In the damage column for a Great Weapon, the damage is equal to your Strength Bonus, and you would add the 1d10 roll to this. Likewise the damage for a dagger is your Strength Bonus with a -3 modifier.

Then you add the 1d10 roll to that. In general Melee weapons use your Strength Bonus while Ranged weapons have a fixed value for damage, of course exceptions apply, such as with javelins, throwing axes, and whips etc.

Page Add Wall Warden to the list of Yeoman career entries. Page See page should read: See page They should have the Art of Silent Death talent instead. Children of the Horned Rat Pages Some of the calendar dates are incorrect. Add Clawleader Eshin only to career entries for Gutter Runners. Using these weapons effectively requires Specialist Weapon Weeping Blades. Trade Brewing should be added to the skills a Plague Priest can take.

Page For clarity, the Ratling Gun does indeed function as a blunderbuss note that this errata further clarifies how the blunderbuss works. One squeeze of the trigger fires a barrage of Warpstone bullets filling the area, just as a blunderbuss would. Thus it fires once and must be reloaded. As an optional rule, the reload time can be reduced to 5 full actions if the person wielding the weapon passes an Academic Knowledge Engineering Test. Page Informaton on Warp-blades is incomplete. Replace the second paragraph with: Warp-blades can also be used by Warlock Engineers to cast the Warp Lightning spell.

When using this function, the Warlock Engineer rolls 2 casting dice and if he gets an 11 or higher, the spell takes effect. Each use of this function consumes two Warpstone tokens. Warpstone Ammunition: Those who lose at least 1 Wound from an attack made with a Skaven gunpowder weapon are exposed to this deadly, mutating substance.

Each weak thereafter, the character must make another Toughness Test or gain D10 rounds. Such a test does not restore any the list of Talents. Page Natural Weapons should not be a Talent available to Slaves. See the sidebar on page for more information on Ulfwerenar. SB 1 and Toughness 15 TB 1. He reduced these characteristics when he became a spawn. Career Exits of an Acolyte of Tzeentch.

Page The text for Bovigors should read: Bovigors Bovigors are those Gors who have cattle horns on their head and may have the entire head of a bull or ox. Bovigors are highly competitive and see themselves as superior to all other Gors.

Most have little use for thinking, preferring instead to use their mighty strength to solve problems. Page The text for the Gift Face of Nurgle should read: Face of Nurgle A swarm of flies descends on your face, eating away at the skin and laying their eggs in the loosened flesh. When they depart, they leave behind a mass of wriggling maggots. After a few days, your head swells and develops a greenish cast. Your eyes become distended and sallow, and from your mouth hangs a long cankerous tongue that drips a vile green mucous.

Gain the Terrifying Talent. Future instances of any Face Gift instead apply to a member of your retinue. Bovigors also gain Hulking Brute. Page The throwing range of a Death Head of Nurgle should be 24 yards. The army are mostly tough enough that traditional combat would be a disaster.

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