Getting ready to run WHRP again and have a couple of unclear things which I need to figure out to play the game as intended.
1. When in combat mode PCs and NPCs can use fatigue to gain extra manouvres. With these manouvres it is possible move really, really fast. In basic monsters case this means they take wounds instead of fatigue (in other words "run themselves to death). But what about henchmen. If a group of henchmen uses their one "free" maneouvre to move 1/2 of the long range and then 1 to move the rest of the long to medium, 1 to move medium to short and 1 more to engage. This is a total of three extra maneouvres, which in basic villain's case means they take three wounds. Now with really weak henchmen this might mean that one of them dies due the wound loss of the group. How do you play this?
Overall the NPC's running around like lightnings is a bit weird. According to RAW it is possible for an NPC to run from extreme to engaged and hit a PC during one turn, if GM is willing to make the villain "run to death". Do you do this or do you prefer more "they approach slowly and let the elf shoot them to shreds" - approach.
2. When disengaging from combat, do you give the opponent some kind of free strike or possibility of stopping the fleeing person? In one of the scenarios I had a cultist leader just use extra maneouvres to disengage and run away (taking wounds) from the players. It is according to rules, but my players felt it was really unfair as they had no chance of preventing him from fleeing. How would you explain it so it make sense and would you give an engaged PC some kind of chance of grabbing and stopping the fleeing NPC?
I know there will be a lot of times when the arch villain just needs to get away to fight the PCs for another day. I need to set up clear rules and hopefully explain my players how it happened without them having a chance to stop him.
3. When in combat the PCs normally start off as being engaged together. If a monster attacks them, it would be wise for the sturdy and armored dwarf to protect the mage from being hit. How do you decide who to hit and do you give the "tanks" or "defending characters" some chance to step in the way when a monster is charging in? There are some action cards for this, but they don't really seem to cut the mustard.
4. When an PC action causes stress to the henchman group, does it apply stress to each individual hencman or does the whole group get just one stress as a whole. Example: A group of 4 henchmen is targeted by a spell that causes 1 stress. Do they take 4 stress (= 4 wounds) or just one stress (= 1 wound)?
What about weapons like blunderbuss, which attack everbody in the engagement? One roll for the whole henchmen group or damage to each henchman individually?
Thanks.

).