Ranged attacks and advancement questions

By cruces2, in WFRP Rules Questions

I'm sorry if the below have been answered, but I've been searching the whole day through the questions and I couldn't find them here goes:

a) When you fire at henchmen with a blunderbuss do you dmg them all seperately or as one? example: one group of 3 henchmen with 4 health each and 4 toughness, you do 11 damage with the blunderbuss does that mean that each one of the three gets 11 - 4 = 7 damage (thus killing the whole group) or do they get 11 - 4 = 7 damage total (killing one and badly wounding another)

b) Let us now say that you fire with a crossbow the above mentioned henchmen and deal 15 - 4 = 7 damage, that means that you kill two and badly wound one, do you expend 3 bolts or one? if it is three how is it explained that you do so many attacks on one round? if it is one how do you kill 3 birds with one arrow?

c) Has anyone ever heard of a musical career? what career would you say (from those in the core book and adventurer's pack) could be a ministrel or a bard?

d) let us say that you have finished a career, can you NOT change it ,for example if I'm rank 2 with a few advancements left, can I keep my career so I can spend advancements on new skills/actions etc and then change or do I have to change it? (example, rank 2 coachman has spent 11 points and completed the class along with the advancement, can he delay the class change so that he can spend 1 more skill point to learn rank 2 ballistic shot or does he have to change classes?)

e) some careers say advanced but do not have requirements like others (charlatan being a case of the first wizard being a case of the later) does the fact that they are considered advanced affect them in any way? does that mean that you have to be at least rank 2,3,4 or whatever to pick them?

f) is there a maximum to how high you can raise your ability scores during creation and advancement (I was sure it was in the book but I guess I've missed it)

g) Toughness is a great attribute but it only affects one skill, is there any reason why anyone would use fortune point advancement to toughness (other than the bonus to resilience) ? From what I can see it's only used in resilience and a couple of action cards? do fortune point advancements give you anything extra that I have missed?

h) Let us say that you play a class that (in it's career advancements) only has one fortune advancement, does that mean that if you buy a second advancement in a class attribute you have to buy it as off class? or do you buy it as a class advancement but it does not count against the completion advancements?

That's all I can think of right now, thanks in advance for any help you can provide

I don't have the rules in front of me, but I will quickly weigh in on question 'B'.

Since these are henchman we're dealing with, I'd say your PC fires a single arrow at the group and mortally wounds one of the henchman. Two others in the group take one look at their buddy with a bloody arrow sticking out of him, decide they're not being paid enough for whatever mischeif it is they're supposed to be up to, and beat a hasty retreat to the nearest (or furthest) tavern they can find.

Basically, removed from the encounter doesn't have to mean dead or even wounded as far as henchman are concerned, IMO.

That sounds like a good excuse as to how the other two left, the thing is what if you're facing zombies (like we did last night) I'm pretty sure undead can't get demoralized

About Henchmen, whatever damage source is, it's delt the same way : you take out the soak of the "unit" (all 4 henchmen are really one unit for the game system) then deal the remaining damage as wounds and a number of bandits and/or damaging some. Thus a hit (melee/range/spell/whatever) dealing 11 damages to a Bandit henchmen group (4 henchmen, Tou 3, Heavy Cloth armor, total Soak=4) takes 7 Wounds = 2 units die (3+3) and a 3rd one is wounded (1 wound). On paper, it should look like : Bandits = 3/3/3/3 -> -/-/2/3 or 12 -> 5 depending on how you track it

c) Performer from the Priest extention i think (Signs of Faith or something like that)

d) Once you have bought all 10 Career Advances and the Dedication bonus (11 Advances), you can't buy anymore advances for 1, except the 2 non-Career Advances (but more expensive). You have to change Career to be able to spend more.

e) Advanced Career can only be taken after a Basic one, some do not need a specific pre-requisite, it is just to restrict access to newly created character

f) Career Attributes max 6 / non-Career Attributes max 4 (the number of Open Career Advance is 6, the number of non-Career advance boxes is 5, they clarified it in the FAQ)

g) you're right. The Faith (priests) box brings Nurgle and Diseases mechanic, you probably will need Tou more often if your GM uses them
Also, healing is hard, you will need those Resilience checks from overnight rest

h) You can buy a Fortune for an attribute of your Career Attributes. I (house)ruled (as GM) that you can only buy one per attribute per Rank, but with a couple Career like the Commoner (whom has 3 Fortune Advances available) it is unfair so i added that the Fortune do not need to be spent on the Career Attributes. Fortune is cheap and powerfull if you allow the player to buy them all on one attribute.

thanks for the replies, I didn't know there was a FAQ that cleared up a lot of things

about the henchmen thing I just asked cause a blunderbuss is a blast weapon , since the henchmen are in fact an engagement wouldn't that mean that each one gets the damage? I asked in another (unofficial) forum and they said it would kill them all, but that would mean that blunderbusses(???) would be the bane of henchmen, on one hand it makes sense on the other it seems very powerful.

thanks for the performer tip, I'll check it out

Think of henchmen as of 1 Unit, not 4 (or 3 if you have only 3 players). It's a way to create a visual menace in numbers without overwhelming PCs straight up.

No weapon can hit several "Units" in one hit but that Blunderbuss (with a basic attack). I would not make it a Henchmen killer, using the multi-target for "units" only

a) It's not clear in your original question, but you are refering to the BLAST and HENCHMEN connundrum. According to the rules as written, it's clear cut that a Blunderbus is a Henchmen Killer weapon. It should target the whole engagement dealing damage to each figure. Of course this is rather funny if you are narrating the battle. I am not sure how I would have dealt with it, but I also have chosen not to use henchmen (I find them not suited to the grim and perilous feel of WH), unless there is no otherway (Gathering Storm - undead battle for example) or if the enemies are puny, like rats or someting. So, I am safe for having to explain how a single blunderbuss shot killed a whole engangement of henchmen.

NOTE: In this thread people refered to Henchmen group as one unit. This is not true. Nowhere in the rules does it say that a group of henchmen is considered to be one Unit or one Figure. A group of henchmen is not different than a group of enemies. It's just that they have a shared hp and they attack once adding fortune die according to the number of henchmen. They are considered different figures. For instance if a PC is engaged with 3 henchmen, and an action card calls for a bonus per enemy engaged, he would get the bonus 3 times (3 henchmen), not 1 time (1 group of henchmen).Also if a scenario (such as some battles in Gathering Storm) says that no more than three figures/units fit in an engagement, the henchmen would not be considered engaged as 1 unit. Each henchmen would have to be accounted for individualy.

b) The rules as written specifically mention that a single hit roll, is not necessarily a single attack but a series of blows. This doesn't really matter if you are in melee combat, but it makes things tough if you are tracking ammo. I have come up with a couple of ideas I harvested from the board.

ONE. 1 arrow for 1 ranged attack if attacking normal Units
AND x arrows for 1 ranged attack if attacking henchmen (1 arrow for every difference henchman shot)

TWO) An even better idea is to not track ammo in such a detailed way, but make a progress tracker with 3 spaces. One space for full, one space for half empty, and one space for empty. After each encounter/battle, roll a fortune dice and move the tracker accordingly.

THREE) Not track ammo at all. Which I dont particularly like.

c) Musical career. I don't think there is one, although in Gathering Storm there is a Minstrel NPC in thunderwater inn. I would just use a charlatan and modify it a bit, especially his background. Perhaps even use the tradecraft skill, but that would be too costly since it's off-class

d) Once you fill all your advancement slots, you can only accumulate points, but not use them.

e) Advanced career means you can't chose them as your first career (since you only choose from basic careers). I am not really sure what is the difference between advanced and intermediate tho.

f) Somebody said max prim attrib is 6, but I think you mean if you can raise it up to six during creation. I dont have the rulebook handy, but I think there is a different max in char creation. I think it's 5

g) No clue. Somebody said that it's more usefull after the disease rules. I haven't read anything about that upcoming product though.

h) Yes, it would be off class

Also the plural should be blunderbii'

a Henchmen group is if fact one Unit : they have one initiative, make one attack and Soak once as a unit, not each individualy.
It's a mob. If you shoot the mob, you don't kill all in one blast. You can damage and kill more than one for sure, not auto-kill them all, unless you have a very lucky/powerfull shot (like doing 13 damage to a group of 3 bandit henchmen with Tou 3 and Armor Soak 1 -> 9 Wounds = 3 dead)

Anyway, it's not a simulation game. I read it that way and it suits me for our game, you do whatever you want gui%C3%B1o.gif

The plural of blunderbuss can't be blunderbii that sounds like a pokemon

oh and boooo you're a lousy GM, pfft making your players use 4 bolts to kill 4 henchmen with one attack, what about those adorable little human coachmen who could only afford a strength of two because you keep giving stress to everyone so they had to raise willpower huh?

have you even thought about the fact that they can only carry around two quivers of bolts and not even a melee weapon huh?

Cwell2101 has it right, one bolt one kill FREEDOM TO THE COACHMEN