My Questions!~

By Baeldeth, in WFRP Rules Questions

1.I find my henchmen get killed a little too easily. I may have misread the rule -> but it seems like, say, I have ungors five of them so, that's twenty wounds. They take sixteen damage, soak eight of it, suffer eight damage, that's two o fthem dead. I want to make sure I'm doing it right.

I've run into the "Multishot/ranged" bug with the high elf Agi 6 hunter we have int he party. He's mowed down most groups of things, even in closer range. I plan to have things happen to him soon.

2.Any general prices for things like horses and mules?

3) With fatigue and strain, your considered fatigued if you have more fatigue than your lowest stat. (Fatigued in that stat specficially, but in general fatigued), and vice versa for stress.

So I'm strained we'll say, because I have 3 fatigue and 3 stress, and a 2 stat in each (Physical & Mental). I get two more stresses. I'd draw two insanity cards and if applicable they would be temporary insanities right?

Point 1: Henchmen

You've interpreted the rule correctly. If you want things to live, don't stat them as henchmen. Henchmen are meant to die easily and be incredibly disposable. They're the hordes of mooks that die in epic battles. In most cases you're cutting in half the number of wounds and reducing the number of actions and rolls. It'd be silly to expect them to have any sort of survivability.

Please refer to the rapid shot thread on my suggestions on what to do with ranged characters. Ranged combat is deadly, act accordingly.

Point 2: Horses & Mules

Not in 3rd edition. Theses are listed in 2nd and 1st edition and some people have converted the prices for use in 3rd edition. However there are no canon rules on the matter. Entirely GM discretion. Hammerzeit has an article on this: javascript:void(0);/*1265615453226*/

Point 3: Fatigue and Strain

The original rules weren't very clear so the FAQ addresses this issue and creates a new (easier) to follow rule. Which basically amounts to:

  1. When gaining stress or fatigue draw an insanity card
  2. Place one tracking token for each stress or fatigue that came from the source that triggered the insanity.

So in your case you'd get one insanity (not two) with 2 tracking tokens. This insanity would become permanent if the character fails the Willpower check at the end of the encounter.

There are other examples on the FAQ, which you can download from the WFRP Support page.

I have no ranged fighters in my troupe, but if I had, I would certainly fix rapid shot. Perhaps cause one stress for the second shot, two stress for the third and so on.

Gallows said:

I have no ranged fighters in my troupe, but if I had, I would certainly fix rapid shot. Perhaps cause one stress for the second shot, two stress for the third and so on.

my GM call about range attack (or other skills at range like observation) : +1 misfortune dice per range increment. +1 challenge dice if used in melee.

It balance the fact that range damage are equal to melee damage, without taking any risk.

willmanx said:

Gallows said:

I have no ranged fighters in my troupe, but if I had, I would certainly fix rapid shot. Perhaps cause one stress for the second shot, two stress for the third and so on.

my GM call about range attack (or other skills at range like observation) : +1 misfortune dice per range increment. +1 challenge dice if used in melee.

It balance the fact that range damage are equal to melee damage, without taking any risk.

Yeah good point. The wizards are better balaced really because their soak value is usually very low. But +1 challenge in melee makes sense and the range increment misfortune as well. I'll add that to our house rules just in case someone picks up a bow.

Gallows said:

Gallows said:

Yeah good point. The wizards are better balaced really because their soak value is usually very low. But +1 challenge in melee makes sense and the range increment misfortune as well. I'll add that to our house rules just in case someone picks up a bow.

Thanks Gallow, my pleasure.

willmanx said:

my GM call about range attack (or other skills at range like observation) : +1 misfortune dice per range increment. +1 challenge dice if used in melee.

It balance the fact that range damage are equal to melee damage, without taking any risk.

well, 95% of the ranged action cards say "cannot be used while engaged" the problem with this is there is no real penalty for disengaging. but thats a topic for another thread.

also regarding stress and fatigue, remember that you pass out if you have double your toughness in fatigue or double your willpower in stress, can be a sweet sweet release! also, the FAQ make a point to state that the stress/fatigue that causes insanity is from the "same source" this would be up to the GM/players to decide how specific the same source ruling should be.

evilben said:

well, 95% of the ranged action cards say "cannot be used while engaged" the problem with this is there is no real penalty for disengaging. but thats a topic for another thread.

If I'm armed with a bow, that's exactly what I'm going to do; back up and shoot them. They may re-engage their next turn, but I'll keep doing this until I get backed up against a wall or am surrounded by foes. Then and only then will I drop my bow and draw my hand weapon. It uses your "free" maneuver every round though. Now if you are armed with a weapon that has the Reload property then you are going to take a point of Fatigue every round or shoot at +1<P> to do this and if I want to move further away, I have to take Fatigue, so I wouldn't say that there is no penalty.

There's also the situation that you can't use a Prepare maneuver and you can't Parry melee attacks if you've got a ranged weapon in a melee fight.