DM at his second game. Some few questions:

By DaGreat, in WFRP Rules Questions

Hi guys and girls,

We're at out second session of gaming and we've got some few questions regarding the rules:

1- Is there something special when a monster or a hench receive a crit?

2- Does monsters get basic action cards? if yes, is there a way to get acces to those cards. As a master with 4 players, I already ran out of basic cards and I had to buy a player kit.

3- what happen in the initiative order when a monster dies? do I remove the init that monster got at the beginning of the fight? do I remove the higher one? the lower one?

4- What's the current year in game? I haven't found much information regarding and I don't get a clue what the maps at the end of the book refer to. I hope they'll have better background because I'm pretty new to WarHammer Fantasy (I'm used to play WH:40k)

So far, I really enjoy this game.

Thanks for taking the time to help us,

DaGreat

Here is what I do. Other might propose different solutions/answers

1. Nothing special if the crit is done to a monster. Just remember that monsters (usually do not suffer fatigue), so translate fatigue to wounds (if any).

If the crit is done to a group of henchmen, then translate the severity wounds to extra wounds and ignore the text of the critical (basically crit for a group of henchmen is just extra damage)

2. Yes they do, if they meet the stat requirment. They even get normal action cards if you wish. I am not sure if i read this in GM toolkit, but monsters may get one normal action card per expertise dice.

If you dont have cards available, you can photocopy them, borrow one from a player, use universal head's cheat sheet (no link at the momment), or

3. You remove the lower iniative order of the monsters. Remember that initiative order is rather fluid, and as a GM you can assign any monster to any initiative order. You are not bound by the previous round's order. Same goes for the PCs.

4. I believe it's 2520. It's a year earlier than the date of the Storm of Chaos. The date, 2520, ir reference somewhere in the rulebooks, but it's referenced in a rather obscure place.

Check out this timeline. warhammeronline.wikia.com/wiki/Timeline

The alternate timeline at 2521 (age of reckoning) is a reference to the MMORPG if I am not mistaken.

I am not sure what is you dont understand about the maps. The provinces?

Regarding Critical Wounds - I use the severity rating to increase the damage done by the attack against all monsters, not just henchmen. I find that otherwise the player satisfaction of rolling a Sigmar's comet or getting the right number of boons is greatly reduced.

A note on #3. You technically do not change anything with the initiative slot. There very well could be 4 slots but only 3 NPCs to act, for example. The GM decides each round which NPCs act in which slot, and may choose from all slots. Now, in practice, you most likely won't use the lowest slot, because you usually want NPCs to act as quickly as possible. However, the slot is still there and available to use should you decide to do so.