Combat in WHFRP3

By Monly, in Warhammer Fantasy Roleplay

Hi, I would like for someone to explain how combat works. I am asking this because I resently ordered the game and is on its way to me. I saw an unboxing video and I notice there is no gris or anything for battles. How do battles work?

Positioning is more abstract. People's distances from each other are either engaged (they're punching each other), close (in the same room), medium (on opposite sides of a dance hall), long or extreme.

Initiative is fluid, in that when a turn comes up, anyone in that side of the conflict can act then. So you can plan based on who it would be wisest to act now - if you know the opponents are about to charge, and you get one turn before all the enemies do, then the player with Guarded Position suggests he'll take that action now, and give protection to all the other people in his party. In the next round he chooses to act last, because the effect of that action lasts until his next turn.

People have action cards. These are stuff like Rallying Cry or Reckless Cleave. Both have a conservative and reckless side to them, which may differ - which one you use depends on your stance, which is your approach to things. Both types of stance die are overall better than the default dice, but conservative is prone to delaying you, while reckless can tire you out.

People take damage to their hitpoints, but they can also take crits from any attacks. If you drop to 0 hitpoints, you automatically take a crit at least then. If you are unconscious and you have more crits than your Toughness, you die. The critical wounds also have other effects, such as a mangled limb causing you to lose Strength and find it harder to use that arm for anything until it is healed.

Juriel said:

Positioning is more abstract. People's distances from each other are either engaged (they're punching each other), close (in the same room), medium (on opposite sides of a dance hall), long or extreme.

Initiative is fluid, in that when a turn comes up, anyone in that side of the conflict can act then. So you can plan based on who it would be wisest to act now - if you know the opponents are about to charge, and you get one turn before all the enemies do, then the player with Guarded Position suggests he'll take that action now, and give protection to all the other people in his party. In the next round he chooses to act last, because the effect of that action lasts until his next turn.

People have action cards. These are stuff like Rallying Cry or Reckless Cleave. Both have a conservative and reckless side to them, which may differ - which one you use depends on your stance, which is your approach to things. Both types of stance die are overall better than the default dice, but conservative is prone to delaying you, while reckless can tire you out.

People take damage to their hitpoints, but they can also take crits from any attacks. If you to 0 hitpoints, you automatically take a crit at least then. If you are unconscious and you have more crits than your Toughness, you die. The critical wounds also have other effects, such as a mangled limb causing you to lose Strength and find it harder to use that arm for anything until it is healed.

Thanks for that explination Juriel it was clear and straight to the point and way more easy for a new gamer of WFRP to understand then the rule book aplauso.gif