Combat Example II (with more questions)

By murphzero, in WFRP Rules Questions

This is a combat example. If you see inaccuracies or have answers to my questions, fire away.

Continuing the earlier scenario , Roadwarden Birgitta Tageslicht has chased a cutpurse into sewer only to be jumped by a Gutter Runner. She defeats the runner but is wounded and cornered by the now-emboldened theif.

"Looks like I'll be keepin' this purse after all..."

The man still held the silken purse he'd taken off the merchant in his hand.

His other hand held a hand axe. "...and I'll be takin' that pistol, too."

Birgitta slew the ratling and leaned on the pommel heavily. Sigmar be good...it was just a fat man's purse...why did I ever come in here?

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Birgitta Tageslicht (Roadwarden)

Strength 4 Intelligence 3
Toughness 3 Willpower 3
Agility 4 Fellowship 3

Longsword DR

Pistol DR

Leather Armor: Defense 0, Soak 2
Buckler: Defense 1, Soak 0

Fortune Points: 0

Birgitta's Status : 4 normal wounds / Stress: 2 / Fatigue: 1

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Cutpurse Jack

Strength 4 Intelligence 3
Toughness 3 Willpower 3
Agility 5 +1 Fortune Fellowship 3

Throwing Axes (2): DR 5/ CR3

Leather Armor: Defense 0, Soak 2

  • Q8: The intent is that Jack is going to pounce on the wounded roadwarden. There’s some chit chat for drama – but does that typically mean rally phase?

Begin Combat

  • Q9: Jack’s got the drop on Birgitta, but wants her to back off and leave her sword – what mechanic would you use to resolve this? Is there a mechanic for delaying an action? I will throw the axe if I see them go for a weapon?

Since I got it right in the last example, I’ll just do initiative.

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Initiative Rolls

Birgitta has an Agility of 4 with no other modifiers and is 2 deep in a reckless stance.

She rolls 2 blue dice and 2 red dice for initiative and nets 5 successes and an exertion.

Birgitta is at position 5 on the initiative track and now has 2 Fatigue.

Cutpurse Jack has an Agility of 5 + 1 fortune and is in a Conservative stance 2. The GM rules that Jack gets an additional fortune die because…well, for drama.

Jack rolls 3 blue dice, 2 green dice and 2 fortune dice, netting 6 successes.

Jack’s at 6. He goes first.


Cutpurse Jack’s first action:

Jack’s nervous and excited, so he just throws his axe using his Ranged Shot action. He’s at close range with Birgitta and not engaged.

Jack’s rolling 5 dice + 1 fortune for his agility in a conservative stance of 2. He’s trained in weapons skill.

That’s 3 blue dice, plus 2 green dice, 1 yellow dic and 1 fortune dice

1 purple challenge dice for base difficulty.

Birgitta’s bucker is slung, but she still has 1 recharge token on her Block action. She will declare a dodge reaction, which adds 1 black misfortune dice (Coordination is untrained, downer).

So: 3 blue/ 2 green/ 1 yellow / 1 white/ 1 purple/ 1 black.

Jack nets 4 successes, a delay, and a bane.

The GM puts 2 recharge tokens on Jack’s Assess the Situation action (‘cos y’know, duh). The bane does nothing.
The four successes mean the attack hits and Jack can use the 3 success row to add 2 to the damage. (He could go for the critical, but my cards are upstairs).

The damage ends up as Agility of 5, plus throwing dagger DR of 5, plus 2 for the extra successes = 12. Less Birgitta’s soak value of 2 and has a toughness of 3, so –

7 wounds to Birgitta (for a total of 11. Not looking good.)

Jack is gutless, so he uses a maneuver to back off to medium range. But he puts himself between Birgitta and the entrance of the sewer.

Lastly, he takes 1 recharge token off his Assess the Situation action card, leaving 1.

“Should have just handed over… ‘might have finished you quick.”

Jack's Status: 0 wounds / Stress: 0 / Fatigue: 0


Birgitta’s first action:

She’s barely able to stand, and her pistol’s empty.

The good news, now she’s trapped in the sewers.

  • Q10: If the sewers are narrow, and Birgitta wants to bolt past Jack – how does it get resolved? An opposed run check?

She’ll shift her stance to Reckless 1, then use her free maneuver to reload her pistol.

  • Q11: Is that right? A single maneuver reloads a pistol? (A shot every turn – seriously?)

She will then perform Assess The Situation. (Worked last time)

Rolling 3 dice for her INT, (2 blue / 1 red) she rolls 2 successes and a boon. By itself, the boon is nothing, but success lets her recover 1 stress and 1 fatigue – as well as giving her a defense bonus until her next turn.

At the end of her turn, she takes a refresh token off her Dodge action (leaving 1) and removes the only recharge token on her Block action.

Birgitta's Status: 11 normal wounds / Stress: 1 / Fatigue: 0

Jack watched her struggle. “C’mon Warden! Jack’s got a schedule to keep…!”

The city above seemed to answer him, as the tower bells began to chime. He spat at her through yellow teeth.

“Ya hear..? City’s waitin’!”

He turned toward the sound of bells—and saw a greyclad figure striding directly towards him. The man’s eyes were ablaze with searing light.

“What the-?”

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Diedrich Scheffler

Strength 3 Intelligence 5
Toughness 3 Willpower 4
Agility 3 Fellowship 2

Grey Order Sword: DR 5 / CR3
Quarterstaff: DR 4/ CR 4
Defensive, Attuned 1

Grey Robes: Defense 1, Soak 0

Spells: Cantrip, Magic Dart, Pool of Shadows

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Diedrich’s Initiative:

He’s in a neutral stance, having followed Birgitta as she ran after the cutpurse. He rolls 3 blue dice for his agility, and gets no successes and one (worthless) boon.

He’s at 0 on the initiative track.

  • Q12: I just rolled the init for a new character. Is it just the GM’s call of where they should be?
  • Q13: Is this where a rally would take place? (Seems odd, since it’s barely two actions in)

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Diedrich’s first action:

The apprentice wizard is not one for subtlety – he’ll shift 1 step into a reckless stance, cast Magic Dart on Cutpurse Jack, then draw his sword with his free action.

Magic Dart has a difficulty of 1 black die. It costs only 3 power and Diedrich’s Willpower is 4. He’s down to 1 power.

His Intelligence is 5, so he rolls 4 blue dice and 1 red die

4 blue / 1 red / 1 black.

He nets 3 successes and two boons.
Success means the base damage is INT + 3 or 8. The two boons means the damage ignores Jack’s soak of 2, so that’s 8 – Jack’s toughness of 3 for a total of 5 wounds.

Jack’s in pain.

Diedrich suffers 1 fatigue to engage with Jack. Lastly, he recovers 1 power, bringing him up to 2.

He slashed at the air, testing his reach “The city waits for no one – it’s the grave that waits for you.”

Diedrich's Status: 0 wounds / Stress: 0 / Fatigue: 1 / Power: 2

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Cutpurse Jack’s second action:

Jack’s facing a Grey Wizard, and since the sewer tunnel is narrow (the GM would rule) he has to force his way to freedom. Call it Perform a Stunt. Jack is going to scoop a handful of sewer water into Diedrich’s face, then make a break for it.

Jack’s Coordination 5 + 1 fortune vs Diedrich’s Agility of 3 GM rules this to be an easy check, but Diedrich’s agility is more than half of Jack’s Coordination, so the difficulty is 2

3 Blue / 2 Green / 1 White / 2 Purple

He gets 3 success and 3 challenges – he fails.

He uses his free maneuver to disengage with Diedrich, moving deeper into the sewer. He’ll take 1 fatigue to move to medium range – relative to the wizard – and close range relative to Birgitta.

Lastly, he takes the only remaining recharge token off his Assess the Situation action.

Jack's Status: 5 normal wounds / Stress: 0 / Fatigue: 1

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Birgitta’s second action:

Jack’s in range, and her pistol’s loaded – there’s not much to decide.

She shifts into a neutral stance, uses her free maneuver to brace her pistol across her arm, – and uses Ranged Shot.

“Hey, Jack!!”

4 dice for her Agility, all blue. The GM grants a single fortune die for thinking to brace her weapon and for yelling something pithy. Jack will dodge, adding a black die.

  • Q14: She’s down to a single wound before passing out – are there any other modifiers for having that many normal wounds?

4 blue / 1 white / 1 purple / 1 black

Birgitta rolls net 3 successes and two banes. Three successes is enough for the +2 damage success on Ranged Shot, so

Agility 4 + DR 6 + 2 bonus damage – Jack’s Toughness 3 – 1 soak (not 2, because Birgitta’s pistol is Pierce 1) = 8 wounds.

Jack’s at 12 wounds. He stops, exhales long and slow – and falls facedown into the water.


The two banes mean she’ll take 1 fatigue.

Birgitta removes the last recharge token off her Dodge action.

Birgitta's Status: 11 normal wounds / Stress: 1 / Fatigue: 1

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Diedrich’s second action:

Diedrich lowered his sword, “I am sorry my lady – I came too late.”

Birgitta rose, awaking fresh agony in her head. “Get me to a healer, I’ll survive-“

“No.” The wizard’s were cold as slate. “I came too late to save you.”

Diedrich quick casts Magic Dart-

Channelling WP 4

3 blue / 1 red / 1 yellow / 1 purple

-Netting 2 successes and 2 boons = 5 additional power. 7 power is more than enough to cast Magic Dart

As before, it’s 4 blue / 1 red / 1 black


  • Q15: I’m assuming you can dodge a spell. Can you dodge a spell?

4 blue / 1 red / 2 black / 1 purple
Diedrich nets 1 success and 1 bane.

INT 5 + 3 – Birgitta’s toughness 3 – 2 soak = 3 wounds.
Birgitta’s at 14 wounds – one flips to a critical.

---

The bolt slammed into the roadwarden, toppling her backward across the sodden corpse of the Runner.

The Grey Wizard bent over the cutpurse’s body as the city bells echoed the length of the tunnel. He pried the axe out of the dead man’s fingers and strode towards Birgitta.

The tolling drowned out his footfalls.

“Yes, too late… I am so very sorry.”

Great narration. Do you run your games with that kind of constant description? If so, kudos to you.

Q8: Yes this sounds like a good point for a rally step. Just make sure you follow all of the steps within the rally step, it would have help Brigitta quite a bit.

Q9: I'm not sure how I would handle this in WFRP, perhaps Perform a Stunt with Observation to keep an eye on Brigitta and react with a Ranged Attack when he notices her move.

Q10: Either Perform a Stunt or simply use one maneuver to "Engage" Jack and one more to disengage.

Q11: Yes, I believe so.

Q12: Can't say I recall rules for this, but I think its fine how you did it there.

Q13: I don' think this would prompt a rally step, but slaying Jack probably would.

Q14: None that I am aware of.

Q15: I think you can Dodge that particular spell, but I don't have the cards with me to verify. Magic Dart is a type of Magic Missile which can be dodged I think.

Hope this helps (and I'm not mistaken considering I'm spouting this from memory).

Also note the Unreliable trait on Brigitta's pistol!

Q8: Usually between "waves" of enemies there is a Rally Step. In this instance, I would indeed count this as a Rally Step.

Q9: There is no voluntary "delay" action. I vaguely recall there being a ranged action card that lets a character hold their fire and shoot at a later point in the round. Otherwise, there really isn't anything for it. Really, the combat (and initiative) only begins once one of the two people want to perform a hostile action. Jack has essentially given up surprise (and probable initiative) by talking to Brigitta and trying to get her to give up her goods voluntarily. Once Brigitta, or Jack, decide they are going to attack the other one, then initiative is rolled.

Initiative - Looks correct. Just to keep in mind, if you are treating this like an additional "wave" of enemies and basically part of the same encounter, then really Brigitta doesn't reroll her initiative. She would keep the same inititative and you would just roll for Jack. I'm not saying that you couldn't reroll her initiative again. As a GM, because the enemies are so different, I'd probably let my PC do so if they desired.

Jack 1
- Did you mean to say that "he's trained in BALLISTICS skill?", and not Weapons Skill? WS doesn't help with ranged attacks.
- It is somewhat unfair to put delay recharge tokens on actions that probably won't be used by the NPC. As a GM I would personally put the tokens on something more related to what he is doing, like either his Ranged Attack action card, or on his Dodge card.

Q10: GM's discretion. If Jack is attempting to prevent her from getting past him, I would make it an opposed check. If she tries to avoid him, Coordination vs Coordination. If she tries to bull rush past him, probably Athletics vs Athletics. It could also be done as a "Perform a Stunt" action.

Q11: Yes. Keep in mind that you can fire the pistol (or any weapon with the Reload quality) every turn *without* spending the maneuver to reload, but you add a challenge die in that case. Weapons with the reload ability require time and coordination to do so properly. Remember, these are black powder weapons, not cartridges. So, you need to pull out your powder horn, ball, and rod, etc. Technically, a person would need at least 1 free hand ... but KISS concept means that requirement isn't in the rules. If you don't spend the time reloading properly, your weapon is more prone to misfiring or failing to fire properly/accurately.

Q12: Rolling at the start of a round is fine, and you insert them into the order.

Q13: If it is a PC, not usually. It could be, though, if the arrival causes the NPCs to pause. If, for example, Diedrich's arrival causes Jack to stop and pull back a space, causing a lull in the combat. Then, yes, I would put a Rally Step. Rally Steps are "lulls in the action", where PCs (and NPCs) "catch their breath".

Diedrich 1
- I'm not sure why Diedrich wants to engage Jack in melee, but otherwise his turn looks fine.

Jack 2
- Eww. Jack needs to make a Fortitude check or else get a disease from directly handling the nasty sewer water. (grin) Luckikly he missed, otherwise so would Diedrich. Heheh
- Umm... 3 successes and 3 banes ... that doesn't sound like a failure? Did you mean 3 successes and 3 challenges?

Brigitta 2
Q14: No, no modifiers unless you as a GM think something in particular applies. Typically no there isn't. Modifiers for damage come from critical wound effects.

Q15: Yes, you can dodge a spell if it has a dodgable effect.

JasonRR said:

Great narration. Do you run your games with that kind of constant description? If so, kudos to you.

.......

Hope this helps (and I'm not mistaken considering I'm spouting this from memory).

Also note the Unreliable trait on Brigitta's pistol!

Thanks, I try to get as much atmosphere into the game as I can. Obviously some things work better in text, but you do what you can. Frankly trying a game system that allows for more on the fly gaming is the reason I'm trying WFRP. I'm sick to death of spending half the gaming session arguing over what the distance between the participants is and if a straight line (at 30 degrees of arc) would be blocked by the pallisade that is 8 feet in front of them.

I want to get the framework down and just wing it. Then I can focus on story - like I used to do.

Thanks for the help.

dvang said:

Q8: Usually between "waves" of enemies there is a Rally Step. In this instance, I would indeed count this as a Rally Step.

Q9: There is no voluntary "delay" action. I vaguely recall there being a ranged action card that lets a character hold their fire and shoot at a later point in the round. Otherwise, there really isn't anything for it. Really, the combat (and initiative) only begins once one of the two people want to perform a hostile action. Jack has essentially given up surprise (and probable initiative) by talking to Brigitta and trying to get her to give up her goods voluntarily. Once Brigitta, or Jack, decide they are going to attack the other one, then initiative is rolled.

Initiative - Looks correct. Just to keep in mind, if you are treating this like an additional "wave" of enemies and basically part of the same encounter, then really Brigitta doesn't reroll her initiative. She would keep the same inititative and you would just roll for Jack. I'm not saying that you couldn't reroll her initiative again. As a GM, because the enemies are so different, I'd probably let my PC do so if they desired.

Jack 1
- Did you mean to say that "he's trained in BALLISTICS skill?", and not Weapons Skill? WS doesn't help with ranged attacks.
- It is somewhat unfair to put delay recharge tokens on actions that probably won't be used by the NPC. As a GM I would personally put the tokens on something more related to what he is doing, like either his Ranged Attack action card, or on his Dodge card.

Q10: GM's discretion. If Jack is attempting to prevent her from getting past him, I would make it an opposed check. If she tries to avoid him, Coordination vs Coordination. If she tries to bull rush past him, probably Athletics vs Athletics. It could also be done as a "Perform a Stunt" action.

Q11: Yes. Keep in mind that you can fire the pistol (or any weapon with the Reload quality) every turn *without* spending the maneuver to reload, but you add a challenge die in that case. Weapons with the reload ability require time and coordination to do so properly. Remember, these are black powder weapons, not cartridges. So, you need to pull out your powder horn, ball, and rod, etc. Technically, a person would need at least 1 free hand ... but KISS concept means that requirement isn't in the rules. If you don't spend the time reloading properly, your weapon is more prone to misfiring or failing to fire properly/accurately.

Q12: Rolling at the start of a round is fine, and you insert them into the order.

Q13: If it is a PC, not usually. It could be, though, if the arrival causes the NPCs to pause. If, for example, Diedrich's arrival causes Jack to stop and pull back a space, causing a lull in the combat. Then, yes, I would put a Rally Step. Rally Steps are "lulls in the action", where PCs (and NPCs) "catch their breath".

Diedrich 1
- I'm not sure why Diedrich wants to engage Jack in melee, but otherwise his turn looks fine.

Jack 2
- Eww. Jack needs to make a Fortitude check or else get a disease from directly handling the nasty sewer water. (grin) Luckikly he missed, otherwise so would Diedrich. Heheh
- Umm... 3 successes and 3 banes ... that doesn't sound like a failure? Did you mean 3 successes and 3 challenges?

Brigitta 2
Q14: No, no modifiers unless you as a GM think something in particular applies. Typically no there isn't. Modifiers for damage come from critical wound effects.

Q15: Yes, you can dodge a spell if it has a dodgable effect.

Yes, that's a typo on Jack's 2nd action - It should be three successes and three challenges. Jack can't catch a break - except for my giving him a yellow die for weapon skill on a thrown axe - oops!

On putting delay tokens on an unlikely action - that was precisely the issue I wanted to raise. I figure the GM shouldn' t try to tool the players, but it will be hard to pick a fair action, there's an obvious conflict of interest. 8- )

Assuming I can get the edit feature to function. I'll make the corrections.

Thanks!

Actually, there isn't really a conflict of interest. Don't look at the game like "GM vs Players". The GM is the storyteller/facilitator. He is there to provide challenges for the players. Your goal isn't to screw or kill the players (although it can happen), but to provide challenges and obstacles for the players to solve and overcome (or succumb to). As such, your job isn't to "min-max". Always keep an eye towards the story, and what makes sense. If a delay on an attack occurs, then which of the NPC's possible actions, story-wise, would reasonably be delayed/affected? Certainly the currently used attack could be delayed. Also, attacks can also leave someone less able to defend themselves. Etc. What is also necessary in this combat? If the PC is getting beaten up pretty badly, then I'll often select something more "damaging" to the nPC. If the PC is beating up on the NPC, then it will be something more minimal.

:)

Just tried out some of those links in your sig - Holy crap, those are awesome...!

I was about to make a player aid/rules summary PDF of my own once I got this all sorted - but wow, no need anymore.

Thanks!