Melee Attacks: To Hit Parrying & Dodging
Attacker’s Action: Defender:
Standard Attack - Unskilled with Weapon ½ WS
Aim + Standard Attack +10%
WFRP 2e Combat Cheat Sheet Shield/Defensive Weapon +10%
…or All Out Attack +20% Used Guarded Attack +10%
…or Charge Attack +10% Grappling or Stunned Cannot parry or dodge
…or Guarded Attack -10% Using Wrong Hand* -20% [erratum: ignore this penalty]
…or Swift Attack - Ranged Attacks: To Hit *unless weapon is Balanced, or attacker is Ambidextrous
Attacker is: Foe is:
Grappling +10 if you have Wrestling Talent Attacker’s Action: Using Slow Weapon +10%
Unskilled with Weapon ½ WS Standard Attack - Using Fast Weapon -10%
Knocked Prone/Frenzied -10% Aim + Standard Attack +10% (+20% for Sharpshooters) Casting a Touch Spell -20%
Targeting a Location -20% …or Swift Attack - (if no Reload is required) Feinting Successfully Cannot be parried/dodged
Using Wrong Hand* -20% Attacker is: Making Ranged Attack Cannot be parried/dodged
*unless weapon is Balanced, or attacker is Ambidextrous Unskilled with Weapon ½ BS Defender’s Weapon:
Foe is: Targeting a Location -20% Best/Poor Quality +5%/-5%
Helpless Automatically Hit Using Wrong Hand* -20% Conditions: (examples in parentheses, italics = not canon)
Unaware +30% *unless weapon is Balanced, or attacker is Ambidextrous Very Easy +30% (attacker is stinking drunk)
Outnumbered 3 to 1 +20% Foe is: Easy +20% (parrying from horseback)
Running +20% Snared +20% Routine +10% (advantage of higher ground)
Snared or Stunned +20% Using a Shield -10% Average -
Currently Grappling +20% Running or In Melee -20% Challenging -10% (in heavy rain/mud)
Knocked Prone +10% At Long Range -20% Hard -20% (defender knocked prone)
Outnumbered 2 to 1 +10% At Extreme Range -30% (requires Aim action) Very Hard -30% (giant’s club/in deep snow)
Orc, Hobgoblin, Goblin +5% if you have Grudge Born Fury Attacker’s Weapon is:
Using Guarded Attack -10% Best Quality +5% (Elfbows always get this +5%) Damage and Critical Hits
Using Defensive Stance -20% Poor Quality -5% Damage = [1d10] + [Weapon Damage] – [Foe’s TB] - [Foe’s AP]
Attacker’s Weapon is: Conditions are: (examples in parentheses, italics = not canon)
Attacker is Unarmed Use SB-4; Armour Points × 2
Best Quality +5% Very Easy +30% (point blank range & prone)
…has Strike Mighty Blow +1 Melee Damage
Poor Quality -5% Easy +20% (short range & prone foe)
…has Mighty Shot +1 Missile Damage
Conditions are: (examples in parentheses) Routine +10% (foe is stunned)
…has Sure Shot Ignore 1 AP with Ranged Attack
Very Easy +30% (foe is unaware) Average -
…has Strike to Injure +1 to Level of any Critical Hit
Easy +20% (outnumbered 3:1/stunned) Challenging -10% (attacker is knocked prone)
…has Streetfighting +1 Damage when Unarmed
Routine +10% (foe outnumbered 2:1/prone) Hard -20% (targeting specific location)
Weapon has Impact Use best[2d10] instead of [1d10]
Average - Very Hard -30% (awful weather/lighting)
…is Tiring Impact on 1st Combat Round Only
Challenging -10% (prone/heavy rain or mud) Ulric’s Fury …is Armor Piercing Ignore 1 Point of Armour
Hard -20% (targeting a specific location) When a player rolls a 10 for damage, re-roll the attack. If it hits, …is Precise +1 to Level of any Critical Hit
Very Hard -30% (attacking in deep snow) repeatedly roll d10s until a 10 is not rolled, and sum all results. Foe is Helpless +1d10 Damage
Prof. Eggburger, 2024
Spell Casting Sequence: = Key Steps Relevant Talents:
[Optional] Perform a Magic Sense Test to determine whether Aethyric Attunement: +10% to Channelling & Magic Sense
the Winds of Magic are currently unusually strong or weak WFRP 2e Magic Cheat Sheet Armoured Caster: Reduce Casting Roll Armour Penalty by 3
[Optional] Perform a Channelling Test to gain a bonus to Fast Hands: +20% to WS Test when casting Touch Spells
your Casting Roll equal to your Magic Characteristic
Meditation: +Mag bonus to Casting Roll for Ritual Magic
[Optional] Consume spell Ingredients to gain a +1, +2 or +3
Mighty Missile: +1 to damage rolls with Magic Missile spells
bonus to your Casting Roll depending on the spell cast
Relevant Spellcaster Characteristics: Resistance to Chaos: +10% on WP tests to Resist Magic
[Optional] Create a Protective Circle within which to cast an
Arcane spell, allowing one Casting Roll die to be re-rolled Resistance to Magic: +10% on WP tests to Resist Magic
Willpower (WP): influences Magic Sense/Channelling Rolls
[Required] Magic Missile spells need line of sight to a target Strong Minded: 1st Insanity Test at 8 Insanity Points (not 6),
Magic Points (Mag): influences Casting Rolls and a Disorder is gained automatically at 14 IPs (not 12)
[Required] Choose a number of Casting Dice to roll; you can
choose any number between 1 and your Magic Characteristic Relevant Spell Properties: [RoS]=Realm of Sorcery rule Which Spells Can I Cast? [RoS]=Realm of Sorcery rule
[Optional] The GM may increase or decrease the number of
Lore: e.g., Arcane (Life), Divine (Morr), Dark (Chaos), etc. Petty Magic (Arcane): cast any Petty Arcane Magic spell
Casting Dice due to the current state of the Winds of Magic
[RoS] Spell List: e.g., Elemental, Mystical, or Cardinal Petty Magic (Divine): cast any Petty Divine Magic spell
[Required] Determine any Casting Roll penalty due to Armour
Casting Number: the target for your Casting Roll Petty Magic (Hedge): cast any Petty Hedge Magic spell
[Required] Make a Casting Roll by rolling the Casting Dice,
add bonuses/penalties due to Channelling/Ingredients/Armour Casting Time: how long a spell takes to cast in Actions Lesser Magic: cast any Lesser Magic spell that has been
[Required] If all Casting Dice roll 1s, the spell Automatically Ingredients: optional components consumed during Casting “purchased” as a separate talent by spending 100 XP
Fails; a Willpower test is required to avoid +1 Insanity Point Ingredient Bonus: a +1, +2, or +3 bonus to a Casting Roll Arcane Lore: cast spells from one chosen Arcane Lore
[Required] If there are any doubles, trebles or quadruples in Range: some spells only work over a specified distance Divine Lore: cast spells from one chosen Divine Lore
your Casting Dice, suffer Tzeentch’s Curse/Wrath of God Type: e.g., magic missile spell, touch spell, ritual spell, etc. Dark Lore: cast spells from one chosen Dark Lore
[Required] When casting Hedge Magic roll an extra Casting
Rituals: each ritual must be “purchased” by spending XP
Die for Tzeentch’s Curse purposes only Relevant Skills:
[RoS] Extra Spell: cast any spell from known Lore, that has
[Required] When casting Dark Magic roll an extra Casting
Channelling: a successful WP Test grants a bonus of +Mag been “purchased” as a specific talent by spending 100 XP
Die; use the lowest die for Tzeentch’s Curse purposes only
to the immediately following Casting Roll. [RoS] Arcane casters cast spells from a limited Spell List
[Required] When casting Dark Magic, if Tzeentch’s Curse is
Magic Sense: a successful WP Test grants insight into the associated with their Arcane Lore, plus any Extra Spells learned
triggered, the caster also suffers a Side Effect
magical properties of an item, area, or person, or the current (Nb. each Arcane and Dark Lore is associated with a specific
[Required] Broken Concentration during a spell extended over strength of the local Winds of Magic. skill which can be “purchased” by spending 100 XP; multiple
multiple Actions requires a successful Channelling Test
(Nb. Multiple “purchases” of the Channelling or Magic purchases can grant increased mastery of the skill)
[Required] A Touch Spell in melee requires a successful WS Sense skills as a caster progresses through their careers can
Test; parrying or dodging the touch suffers a -20% penalty grant increased mastery of these skills, conferring a +10% or Armor Penalties
[Required] Ritual Magic spells do not follow this sequence, +20% bonus to Channelling or Magic Sense Tests.)
Light/any Leather: -1 Heavy/Any plate or helm: -5
instead they require special steps and considerations
Medium/any Chain: -3 Shield: Additional -1
Prof. Eggburger, 2024