Basic Actions for Beastmen (and of course other bad guys)

By derdavid, in WFRP Rules Questions

Do Beastmen (and other enemys) can use dodge, parry, melee strike and so on? If they have them, do Beastman own melee strike and savage strike or do they change one for the other?

Or it is all up to the GM who makes the obvious decisions (beasts can just dodge, chaoswarrior with shields can block...)

All basic actions are available to all creatures (although you would need a ranged weapon to make a ranged attack).

jh

Emirikol said:

All basic actions are available to all creatures (although you would need a ranged weapon to make a ranged attack).

jh

Are you sure about that?

First, the GM doesnt have any cards for his NPCs for the basic actions, namely basic defences. That doesn't mean than you can't build one of yours, but I think they have not basic defence cards for example. The idea I think was the ACE pool for NPCs so they can defend againsnt PC characters or increase their action cards like standard mele strike or their special attack strike from the GM-Vault. Because having the full set of actions and not only the every round attacks would lead to a severe increase in GM work of traking skills of his PCs.

Yup for what Emirikol posted, all creatures have Basic Actions. You're doing your critters a disservice if you don't let them Dodge for example (though a bunch of same type share this ability).

Don't all creatures within the encounter (regardless of type) share the same Action Cards?

In other words, 3 Ungors and 1 Gor engaged with the PCs.

Gor reacts with a Dodge. No Ungor can use the Dodge Action Card on this or next round/turn.

Vladimyr said:

Don't all creatures within the encounter (regardless of type) share the same Action Cards?

In other words, 3 Ungors and 1 Gor engaged with the PCs.

Gor reacts with a Dodge. No Ungor can use the Dodge Action Card on this or next round/turn.

Correct in that all creatures share action cards. But they also take a recharge token off at the end of each creature's action. So 1st ungor dodges, 2nd ungor acts, 3rd ungor acts, Gor can now dodge again.

And we're going down to monster actions road again. I'd give them whatever you thought was appropriate to boot. I gave some beasts of nurgle the stream of corruption ability, just because I thought the trollslayer/tank could take it. You'll get used to what your group can and can't handle, so add actions as you please to deal with that/maim them horribly.

That's wrong. NPC remove recharge tokens only at the end of each ROUND during an encounter and during each Rally Step (Tome of Adventures, p42 left upper corner.)