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

Yes, that sounds right. You always remove one recharge token from each of your recharging cards at the end of your turn. So all your examples are correct (if I'm not missing anything at least).

In your example with the hourglass the GM could put the two recharge tokens onto the special attack the character performed (which had a recharge of 2), for a total of 4 recharge tokens (still one will be removed at the end of his/her turn), to slow the character's special attack further.

if i recall correctly, players can remove recharge tokens by expending fortune dice too.