Friday, July 25, 2025

Kriegshacker I

(I know.)

This is a two-part modification of Gregor Vuga's excellent sort-of-WFRP Kriegsmesser. You will need a copy of Kriegsmesser.

Part one covers general rules. Part two will cover Sorcery!

Players Roll Everything

I think this is sort of implied by Kriegsmesser anyway, but let's state it for Kriegshacker: players make all rolls, even if a non-player-character or monster or other hazard is acting against them; in these cases the players will roll to "resist" the action.

Fighting

Players can use any appropriate skill in a combat situation. This need not be an actual fighting skill. A character could Flee! to escape the fight, Sneak to hide until the coast is clear, or even Provoke to cause infighting amongst the opponents. As long as it makes sense, it can be used. If no skill applies, then the player can use LUCK as normal.

All players involved in the fight roll dice. If anyone gets a success (4+) then the fight is avoided or won or otherwise resolved in the players' favour, although there may be complications. Anyone who fails (1-3) or succeeds with a complication (4-5) suffers those consequences, even if the fight is won.

If no player rolls higher than a 3 then the fight is not resolved, and may even continue, if the Referee decides.

Difficult Fights

The Referee may decide that some fights are more challenging, perhaps because of tougher opposition, an environmental effect, non-combatants getting in the way, and so on. In these cases all involved players have a -1 dice (-1d) or higher penalty.

Generous Referees may allow players to receive a +1d bonus for superior equipment, numbers, position, tactics, and so on. This seems very un-WFRPish, but it's your game.

Damage

Anyone who rolls 4-5 as their highest dice takes a Wound. Mark this on the character sheet in pencil so it can be erased later. For each wound, the player has a -1d penalty. If a player receives a third Wound, then they also take a Terrible Injury (see below).

Anyone who rolls 1-3 as their highest dice takes a Terrible Injury; they should roll on the tables on Kriegsmesser pp30-31. They also suffer a Wound. Terrible Injuries should be noted in ink as they are permanent. If a player takes a sixth Terrible Injury then they are Maimed and take a permanent -1d penalty. Write "Maimed!" on the character sheet, in big red letters if you can. If they are Maimed again, they take an additional -1d permanent penalty, and so on. I recommend adding an extra exclamation point for every Maimed result.

Healing

One wound is healed after a rest period, which should probably be at least a day. When a Wound is healed, the -1d penalty is removed.

Terrible Injuries and Maiming probably shouldn't be able to be healed, except perhaps by sorcery, and in that case I'd probably say that the injuries are hidden rather than healed. Seems more WFRPish.

Kriegsmesser is very robust and elegant as is, so these are just tweaks to make it more to my liking. Next: Sorcery!

No comments:

Post a Comment