Warhammer Fantasy Roleplay First Edition Wiki
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When approaching a door, players will invariably ask for a description, which you can easily improvise if such details have not been worked out already. Once the door has been described, characters usually listen for sounds coming from the other side before they attempt to open it. In a properly planned game, you will have already decided whether the door is latched, locked, or bolted. Otherwise, you can determine this as necessary using a D6.

1-2 Latched
3-4 Locked
5-6 Bolted on the inside

Latched doors may be opened automatically.

Locked doors must either be unlocked with the right key, picked, or broken down.

Bolted doors must be broken down

Characters will often resort to battering a door to pieces. Like building sections, doors are hit automatically for double damage. Doors have variable damage and T, depending on their construction and purpose.

Location

Toughness

Damage

Lock Rating

Cupboard

1

D6

D4-2 x 10%

Domestic Room

2

D6

D4-1 x 10%

Domestic Entrance

3

2D6

D4 x 10%

Strongroom
Dungeon Door
Interconnecting Rooms

4

3D6

D4+1 x 10%

Dungeon Door
Entrance from
Corridor

5

3D6

D4+1 x 10%

Dungeon Strong Point

6

5D6

D4+2 x 10%

Fortress Gate or
Dungeon Entrance

8

6D6

D4+3 x 10%

Hatch/Trapdoor

2

D6

D4+1 x 10%
(padlock)

There is often little point in working out damage to doors, except to establish whether a character knocks down the door in one round (thus possibly surprising any foes on the other side). Sooner or later a character will knock down the door and it is usually acceptable to simply assume that it is done.

As soon as a door has lost half of its total damage, a hole is made that is large enough to look through or to put an arm through. If the door was held by a bolt, it could now be drawn by a character brave or foolish enough to reach through.

Holding Doors Shut[]

Wedges or spikes hammered into a door frame are considered to turn it into a 'spiked' door, which must be broken down to be opened. Spiking a door in this way takes time - even if all the materials are at hand, only a single spike per round could be driven home by each character and at least four spikes are needed to be effective.

Doors can be physically held shut against an opponent (the gamesmaster should impose a logical limit on the number of characters who can hold a door, according to its size). Whether the door remains shut or not depends on the combined S of each side. The side with the highest combined S will succeed in either keeping the door closed  or opening it as they wish.

If broken down whilst being held, damage will be caused to the holding characters. This will be equivalent to a hit from a normal combat weapon wielded by the assaulting creatures at their S rating. Each character holding the door takes one such hit when it is destroyed.

Moving Through Doors[]

Opening an unlocked door and moving through it loses characters the equivalent of half their M allowance in yards.

Secret Doors and Panels[]

Doors and panels can be disguised to look like ordinary wall sections or hidden in cupboards or other pieces of furniture. These are undetectable to the casual observer and can only be uncovered by a successful search. Secret safes or cupboards usually have locks.

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