LAWhammer Houserules - Actions, Moves, & More (Patreon)
Content
The Action economy in WFRP4 is simple - 1 Action and 1 Move, and let's keep both moving swiftly. For our upcoming stream, we are using those rules (found on pages 157-166), but with some extras built on top.
Wait! What? Extra rules? Didn't you say you were streamlining, Andy?
I did, but this is one area where I felt we needed a little more granularity and clarity as we intend to do all major combats on a battle map, and that always benefits from having clear tactical options. So, what does that mean for our game?
So far, it means this...
ACTIONS
The following describes the Actions we'll use in the LAWhammer streams.
Aim
You take extra time to set up an attack to increase the chance to hit. Your next attack, either Melee or Ranged, gains a bonus of +20 to the appropriate Test.
Ranged attacks can secure an additional benefit if you aim over several Rounds. For each extra Action spent on an Aim, gain a bonus of +5, up to a maximum of +40 for ranged attacks (aiming for five Actions).
You can only enact an Aim Action if your target is within range of the weapon you are aiming with, and the weapon is actively aimed at your target. You only retain the bonus if the enemy stays in range and you are not Interrupted.
Assault
You concentrate all your will on attacking, disregarding danger in order to hit your opponent. You can attack once with one of your readied weapons. Until the start of your next Turn, you gain a bonus of +20 to any attacking Weapon test, but suffer a penalty of –20 to any Reactive or Free tests.
Defend
You concentrate all your efforts on self-defence. Until your next turn, gain a bonus of +40 to all Melee and Dodge attempts used to Oppose an incoming attack.
Push
Perhaps by using superior footwork or by using raw strength and aggression, you force your opponent to move in a direction of your choosing. If you win an Opposed Melee (Brawling)/Melee Test or Melee (Basic)/Melee Test if using a Shield, your opponent is pushed back 2 yards in a direction of your choosing, and you can follow up into the vacated space if you wish. If your opponent is forced into an obstacle (wall, barrel, cliff edge, and so on) and fails a Dodge Test, choose one of the following to happen:
· Trip. Your opponent gains the Prone Condition.
· Hurt. Your opponent suffers SL+SB-4 Damage.
If either party Fumbles (but not both), the other gains a Free Attack action against the fumbler.
Ready
You draw a weapon, or retrieve an object or spell ingredient stowed in an easily accessible pouch or pocket. You can also, at the same time, put one item away that you are currently holding (simply dropping an item without care is a Free action). So, you could sheath a sword and grab an axe stashed on your back as Ready action. You can also use this action to do such things drink a potion, or coat a weapon with the contents of a vial of poison, or anything similar relating to your Trappings, as dictated by the GM.
Note: If a Weapon is in a scabbard, it can be drawn for a Free Action. Additionally, there is also now a Fast Draw Talent for readying stuff more quickly.
Use a Skill
This is the most commonly used Action and is covered in WFRP4 extensively. In short: you can Test one of your Skills to determine an outcome. Most commonly, this is a Channelling to power a spell, Command to grant Advantage to another character, Language (Magick) to cast a spell, Melee to hit someone, Pray to invoke your god, or Ranged to fire a weapon at a target. But there are many more options as described in Skills, Magic, and Miracles.
Flurry
If your chosen modified Skill is above 100, you may Test it twice by Testing against half its value, rounding down.
MOVES
This section describes the Moves used in the LAWhammer streams. At the end of any Move you can also choose to go Prone.
Creep
You move at your Cautious Movement rate and are automatically considered to be using Perception to spot traps, ambushers, and similar.
Jump
Check WFRP4, page 166.
Mount
You can move up to your Cautious Movement rate and then mount a riding beast, coach, cart, or similar.
Move
You may move up to your Standard Move rate.
Stand
If you have a Prone Condition, you get to your feet and can scrabble up to your Cautious Movement rate.
MOVE AND ACTIONS
The following lists combined Move plus Actions.
Barge
You move up to your Standard Movement rate and barge into your opponent in the hope of pushing past. If you win an Opposed Melee (Brawling)/Melee Test or Melee (Basic)/Melee Test if using a Shield, your opponent is pushed back 2 yards from you. You can then, if you wish, move another Standard Move, ignoring the barged party’s Deathzone. If your opponent is forced into an obstacle (wall, barrel, cliff edge, and so on) and fails a Dodge Test, choose one of the following to happen:
· Trip. Your opponent gains the ProneCondition.
· Hurt. Your opponent suffers SL+SB-4 Damage.
If either party Fumbles (but not both), the other gains a Free Attack Action against the fumbler.
Charge
You charge up to your Charge Movement rate, by the shortest sensible route, at an opponent you can see. Once you are in range, you immediately attack with a melee weapon. If your opponent was at least 4 yards (2 squares) away from you when you started charging, you gain a bonus of +20 to any Melee Tests to attack the charged opponent until the start of your next Turn.
Delay
You pause to observe your surroundings and wait for the best opportunity to act. Until the start of your next Turn, you can interrupt any Character's Turn with an Action or Move of your choice.
Disengage
You attempt to break from melee combat. Make an appropriate Opposed Melee Test against all opponents in your Deathzone. If you win against an opponent, you may ignore that opponent’s Deathzone this Turn. Once the Test is completed, you may Move a distance up to your Standard Movement rate.
Double Time
You move at a quick pace, fast enough to cover a lot of ground, but not so fast that you throw caution to the wind. You may move up to your Charge rate.
Take Cover!
You can move up to your Charge Movement rate provided that you move from a position of cover and end your movement in a position of cover. For the duration of your move, you are considered to benefit from cover, even though you may be moving in the open for a brief time.
Step In/Out
Perform an Opposed Melee Test. The winner chooses if combat continues as normal or as In-fighting. During In-fighting, any weapon longer than Short counts as an Improvised weapon and cannot be used to Oppose an incoming attack.
Run
Perform an Athletics Test. You sprint SL+Running Movement rate yards. This makes you easier prey for melee attacks because you are not actively defending. Until the start of your next Turn, Melee Tests to hit you gain a bonus +20.
Note: This is no longer an Action as described on WFRP4, p164.
REACTIONS
This section describes special Reactions that use up either your next Action, Move, or both your Action and Move. Reactions can be taken outside the normal Turn sequence as long as you do not have a Surprised Condition.
Dive – Move and Action
You launch yourself to the side to avoid an area effect attack coming your way. Roll a Dodge Test. If a Success, you move up to your Standard Movement in yards in the direction of your choice. If this takes you beyond the area of effect, you only suffer half the stated Damage. If you Critical the Test, you suffer no Damage. You then take a Prone Condition.
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And that's it for the first drafty of these. Opinions are very welcome - drop into the LAWhammer Discord if you'd like to help. I'm particularly interested in anything you think I should add to this. Or anything I should subtract. For example, the Reactions (which don't currently include standard Parry, Dodge, and Dispel as they are all part of the Opposed Test structure) are currently a bit slim - do we even need them at all as they add a layer of complication.
Andy Law
11th August, 2022