MIB House Rules

There are a number of things in the WFRP rules which are open to interpretation and many which are not addressed at all. Plus I just like to tinker with rules in general. These are the versions being used in the MIB PBEM:

Entering Melee
Characters may enter melee in one of two ways:
  1. Charge from within M yards and make 1 attack (regardless of A) at +10WS
  2. Walk up to a foe within M*4 yards and wait until the next round to attack with no WS bonus (but your full A)

Mixing Melee and Ranged Attacks
You can't. Characters may only make ranged attacks or melee attacks within a round, never a combination of the two.

Drawing Weapons
Readying a weapon or taking similar action reduces a character's EI by 10.

Parrying for a Mount
Mounted characters may parry blows directed at their mounts at -10WS, provided they have a weapon with sufficient reach. Shields and dagger-sized weapons may only parry blows to the head or body. Swords may parry blows to the legs, but at an additional -10WS (-20 total). Spears and other long weapons take no additional penalty for parrying blows to the mount's legs.

Mounted Dodging
You can't. When mounted, your mobility is too restricted to use Dodge Blow.

Fear Effects
I'm using a variation of Paul Beck's Alternative Fear Rules. The primary difference from his version is that I am subtracting 100 from all rolls, treating rolls below 0 as 'no effect' (so if the FR of something is less than your Cl you don't need to bother rolling), and rescaling the Fear Values so that they can be used additively. (e.g., If being attacked by a snotling is FR -50, being ambushed is FR 30, and being outnumbered 10-to-1 is FR 100, then being ambushed by a horde of snotlings that outnumber you 10-to-1 would be FR 80.) Naturally, I have not yet sat down and started compiling these rescaled Fear Ratings...

Spell Timing
The rules in ROS stating that spellcasting takes 40 EI seem flawed in that they effectively favor low-I spellcasters by subjecting their faster counterparts to more chances to have their casting interrupted by the enemy. Instead, spellcasting begins at the start of the round and completes on the caster's EI-20.

Advance Costs
Due to their utility relative to other stats, W advances only cost 50 EP and A advances cost 200 EP.


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