How many wounds can a standard creature take before it dies?

By Kartigan13, in WFRP Rules Questions

The title pretty much says it all. Is it wounds = to their threshold means they're dead, or 1 over their threshold means they are dead. The rules conflict on the issue in some places (like pg. 7 of the Creature Guide & pg. 90 of the same book), and sound ambiguous in others (like pg. 89 of the Creature Guide or pg. 46 in the TOA, the phrase "Maxiumum number of wounds before being defeated" could be interpreted both ways). I've searched the forums, and found answers by people given in both directions gran_risa.gif.

I kind of think it'd make more sense if it was wound threshold +1 before being KOed, since that would be consistent with most other things in the game (PC wound, fatigue, and stress thresholds, disease, mutations, etc.), but I don't want to give all monsters 1 extra wound if that is not the intention, since combat can be pretty tight for my players right now anyway demonio.gif.

I believe that once a creature has taken more wounds than its Wound Threshold it dies. This is different from henchmen, who die when they have taken wounds equal to or higher than their toughness.

-Thorvid

I'm inclined to believe you are correct Thorvid, it just makes the rules more consistent and makes things simpler by having Henchmen be the only exception.

so you've got :

Henchmen : Wounds points = To x number of créatures. The groupe die when 0 Wounds points (To wounds point for each in the group before that).

Standard creatures : die when Wounds points = zero.

Hero and nemesis : unconscious when wounds points = zero. Die only if zero wounds points AND to+1 critical wounds. I think it's to hard to die without getting unconscious before for them.

I think the mechanic for managing monster health is the same as for players.

They die/are uncouncious when dropped below health threashold.

It doesn't matter that much actually, as players shouldn't know how much wounds the enemy can take, and you can just kill monster outright when hit by tremendous amount of damage in one hit, even if it doesn't bring it down to zero, and spare your favored npc from being K.O.'ed too fast even if he was one-shotted by some powerful strike.