Dual Weild / Card Limit

By Ashgarth, in WFRP Rules Questions

I'm about to run my first session and i have some doubts.

A character with two weapons gains some kind of benefit for the attack rolls? (attacking with both weapons) or he needs a card that specifies dual weild like Double Strike?

What is the maxium number of action cards a player can use during his turn in combat? I'm sure it's explained somewhere in the manual but i cant find it.

I'm not aware of any inherent dual-wielding benefits. I suppose if there are actions cards that require it, then using those cards is the benefit.

On his turn, a character can normally perform one "action", which means he can use one action card. There are cases where characters can use two action cards, such as an Apprentice Wizard using Channel Power and then quick-casting a spell. A player can also use active defense cards on the turns of enemy combatants, to dodge, parry and blcok their attacks, etc.

He'd need the Dual Strike (IIRC) Action card to attack with both weapons. Some weapons do provide a bonus or enhancement when wielded in the off hand (main gauche, for example), but they don't automatically provide an extra attack.

It can be fluffed-up as the character swings wildly with both, but without specific training (the action card) in using them effectively it's all just wind (= basic melee strike).

Having a different kind of weapon in each hand grants greater flexibility. Imagine wielding a rapier in one hand and a whip in the other: entangle your foe and then stab away.

It could have some sort of tactical advantage...

Necrozius said:

Having a different kind of weapon in each hand grants greater flexibility. Imagine wielding a rapier in one hand and a whip in the other: entangle your foe and then stab away.

It could have some sort of tactical advantage...

This is basically the main purpose for dual wielding, aside from using cards that specifically tailor to dual wielding. Especially important if the GM will take the suitability of a weapon for a given task to modify the attack rolls, and even if not you can always try and make your case.

Necrozius said:

Having a different kind of weapon in each hand grants greater flexibility. Imagine wielding a rapier in one hand and a whip in the other: entangle your foe and then stab away.

It could have some sort of tactical advantage...

Yep like 1 more misfortune dice to parry like wielding a defensive weapon for instance.

Maybe a fortune dice bonus, but I think it would be too automatic and powerful