Recharge how to?

By Malte7, in WFRP Rules Questions

So, we had our first real session yesterday - quite a blast. Took a while to get all the characters going but what the heck. First combat - took for ever. Mostly because we didn't know our actions that well. No problem you get better.

One thing struck me. I could't find anything that showed it from a different angle, so I assume we did it right. Anyhow, not sure.

Players turn, declares one of his special attacks. Success. Adds two recharge tokens. Removes one at the end of his turn. So, effectively he can do this action every two rounds. I think I got that right.

Imagine same situation. Anyhow, the poor guy rolls one hourglass. Evil GM puts two recharge tokens on his melee attack card. It is still his round, right? So he basically imediately removes one token. Again, he will be able to use that card the round after the next one. I think I got that right, too.

Now, how does that work with reactive actions. Player parries a GMs attack (GMs turn). Player adds two recharge tokens. Not players turn, right? So, both tokens stay there until it's the players turn again. At the end of his turn he will be able to remove the first token. He will be able to parry again the round after the next one. Is that correct? So, basically every 21/2 rounds, in case you count the GMs turn as a 1/2 round?

I guess it's right. Can anyone give me a "Yay" or "Nay"?

Malte

Players turn, declares one of his special attacks. Success. Adds two recharge tokens. Removes one at the end of his turn. So, effectively he can do this action every two rounds. I think I got that right.

Yep!

Imagine same situation. Anyhow, the poor guy rolls one hourglass. Evil GM puts two recharge tokens on his melee attack card. It is still his round, right? So he basically imediately removes one token. Again, he will be able to use that card the round after the next one. I think I got that right, too.

Yep! Normally a basic action can be used every other round (recharge 0). Adding 2 tokens means it recharges an extra round. This is the only situation where a recharge 1 action would also be affected. Normally, recharge 0 and recharge 1 would both be able to be used every round (as you recharge 1 per round). However, if a Delay is rolled and those 2 additional recharge are applied to the Recharge 1, that puts it up to 3 recharge tokens. Removing 1 token still leaves 2 tokens. This mean the recharge 1 card actually has to wait 2 rounds before it can be used again. (Note: Recharge 1 actions are rare, if there are actually any, but are theoretically possible)

Now, how does that work with reactive actions. Player parries a GMs attack (GMs turn). Player adds two recharge tokens. Not players turn, right? So, both tokens stay there until it's the players turn again. At the end of his turn he will be able to remove the first token. He will be able to parry again the round after the next one. Is that correct? So, basically every 21/2 rounds, in case you count the GMs turn as a 1/2 round?

It works the same, just at a different point in time. An action cannot be used if there are any recharge tokens on it. Breaking it down:
Orc's Turn - PC parries and adds 2 recharge
PC's turn - PC removes 1 recharge (1 remaining)
Orc's Turn - PC cannot parry because parry still has a token
PC's turn - PC removes last recharge token
Orc's Turn - PC may parry this attack, as PArry has no recharge toekns at this point.

So, standard recharge (from use) means a reactive defense card may be used every other round (during opponent's turn).

To keep it simple, just play by the rules, and you will see flow of recharge clearly. Simply, if card have no tokens on it, you may use it, if it have, you may not.

Remove one token from every card on end of player's turn, add or substract them when the rule for it applies (rolling hourglass on conservative die, some effects from tactics/abilities), and that is it.

Remember too, that you may remove one recharge token from one card at cost of one fortune point! If you really need something to use right away, for example, to parry attack or channel spell, see if you can spend spare fortune.