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WFRP: A Private War
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==Combat== ===Combat Sequence=== Combat will be loosely based on [http://www.fudgefactor.org/rules/fudge4.html#sec4.21 Story Element Combat] from Fudge. Each combat will be run in one, three or more Acts, depending on the importance of the combat. In each Act, the GM describes the situation. The players then describe their actions in as much detail as possible, giving options. Each player makes an Initiative roll (Ag + 1d10) and a number of rolls equal to the PC's Attack score +2 that reflect the attack plan and indicates what each roll is for. This doesn't mean that rolled actions are the only actions your PC is taking, just what s/he is prioritising. Even if a player apparently 'missed' an attack, s/he should still roll Damage. Depending on context, the GM may decide the blow landed. The GM takes the rolls and tactics into account, as well as the NPCs' rolls and actions, and describes the results. Note that Talents or other factors not mentioned by the player may not be taken into account. ===Damage & Wounds=== Damage is rolled on a D6, not a D10. Damage is not removed from Wounds. Instead it causes a Critical of that Effect (so doing 5 Damage does a Critical Effect of 5) Wounds can be used by PCs and major NPCs only to soak damage at a ratio of 2W for 1 level of Crit.
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