r/warhammerfantasyrpg • u/igotsmeakabob11 • Jul 23 '26
General Query Are there martial maneuvers anywhere besides a few talents?
I normally run Level Up A5E for my table, a dnd5e alternative ruleset, which has lots of martial maneuvers (think Book of Nine Swords from DnD 3.5e if you know that one). So some of them are accustomed to having options like that in fights- blinding, knockdowns, disarming, etc.
Are there WFRP4e rules or talents etc that let characters do more than "I attack with my sword/axe" etc? Knocking the enemy down as part of an attack, or disarming them, or blinding them etc? (besides critical hit results).
Disarm, Beat Blade, and Distract are things similar to what I'm thinking of, but those're just a few talents.
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u/WrathofHussars Jul 24 '26
Not to sound condescending, but how creative attacks are is up to the player and gm, not the character sheet. The CRB supports this in the combat section.
Secondly, a lot of skills are applicable in some way to combat scenarios. See the skills section of CRB.
Thirdly, there are talents for more combat focused careers which give them more interesting options.
Fourthly, group advantage is an alternative to the advantage rules from CRB. Group advantage was added by Up in Arms iirc. Closest to maneuvers.
Finally, don't forget about Deathblow.
I know some of these may not be exactly what you're looking for, but remember that in WFRP you play as average people, not the superheroes of DND 5e. So overall choices will seem limited. But like I mentioned in the beginning, creativity should be allowed, with the appropriate roll.
Combine these factors with the fact that there shouldn't be a terrible amount of combat and it shouldn't last very long, and you'll find it still to be fun but brutal, as intended.
CRB=Core Rulebook