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Posted: Thu Jun 01, 2006 10:38 am
by Ansob.
Since the whole sacrifice thing is something I want to test, Druchii who capture prisoners can either sacrifice them to Khaine if they have a witch elf in the warband as only she knows the proper rituals (+1XP to the leader) or send them back to the ark to increase their personal fortune - it is what they came for, after all - (sell them for whatever Skaven can sell them for). This is for triple-3 prisoners; regular prisoners (ones captured from enemy rosters) offer the extra possibility of negociating as usual.

Posted: Thu Jun 01, 2006 8:10 pm
by Loflar
1) Why +1 XP? Possessed get +D3 (several prisoners) and can distribute them at will.
2) So no free experienced henchman? It is quite important for me now, because our campaign got prolonged and the 3-3-3 roll coud give me a free replacement for my dead shade - probably in form of third experienced witch elf...

What ever the result, could you add it to warband rules? I think that it should be there for similar reasons as the list of hired swords.

Posted: Thu Jun 01, 2006 8:23 pm
by Ansob.
1) By +1XP I meant "usual XP gain" (since sacrifying a captured enemy model is +1XP).

2) Escorting prisoners, for a Druchii? Not really fluffy.

I'll add it to the warband rules eventually, then. Probably tomorrow (too tired to figure wording out tonight).

Posted: Thu Jun 01, 2006 9:35 pm
by Loflar
A neutral shade of black. wrote:2) Escorting prisoners, for a Druchii? Not really fluffy.

Ruthlessly pragmatic ;-) Especially if one of them is experienced witch elf...

OK. I will forget about free WE with A2 and WS5 and consider advantages of money and experience...

Posted: Thu Jun 08, 2006 9:10 am
by Loflar
Rules question: If I cast Word of Pain on Sigmarite Augur, how are all the rerolls resolved?

Posted: Thu Jun 08, 2006 9:21 am
by Ansob.
Since you can never reroll a reroll, the "house rule" that most people go by is that two "enemy" rerolls cancel each other out. That means an Augur affected by Word of Pain doesn't get to reroll her To Hits.

Posted: Tue Sep 26, 2006 9:43 pm
by Ninale
Trained Slavehounds may use the basic Leadership of the Beastmaster if they are within 6" of him. They may never use the Leadership of the warband leader, but they may benefit from the Beastmaster’s increased Leadership if he is within 6" of the leader. Since Slavehounds are still wild creatures and their fighting spirit is what makes them so precious, any Slavehound too far away from its master will often refuse to obey orders. As such, a Slavehound out of the Beastmaster’s control radius suffer from the Stupidity special rule.


This seems kind of confusing. It starts off saying it uses the Beastmasters LD, which seems to imply he makes Stupidity checks every turn. But at the end it states he only makes them if outside of 6" of the beastmaster.

If the Slavehound only makes Stupidity checks if more than 6 inches away from the leader, maybe something like:

Trained:Slavehounds are wild creatures who have a ferocious fighting spirit, but need careful supervision or they are as likely to attack an enemy as stop to gnaw on a stray bone or wander off randomly. Unless a Beastmaster is within 6" of the Slavehound at the start of their turn, Slavehounds are subject to the rules for Stupidity

However, if it wa sintended they always make Stupidity checks as originally,

Trained:Slavehounds are wild creatures who have a ferocious fighting spirit, but need careful supervision or they are as likely to attack an enemy as stop to gnaw on a stray bone or wander off randomly. Slavehounds are subject to the rules for Stupidity. If a Slavehound is within 6" of a Beastmaster, it may use the Beastmasters Leadership for this test. They do not gain any benefit from the Leader ability.

Posted: Wed Sep 27, 2006 5:21 am
by Ansob.
Ninale wrote:This seems kind of confusing. It starts off saying it uses the Beastmasters LD, which seems to imply he makes Stupidity checks every turn. But at the end it states he only makes them if outside of 6" of the beastmaster.


Stupidity isn't the only psychological reaction in Mordheim, and those hounds aren't ItP.

I like your first revised version, but it needs to be rewritten to read what we intended: hounds are only stupid out of the BM's control zone, and use the BM's base Ld or the Leader's Ld if the BM is within the Leader's control zone. Out of the BM's control zone, you're stupid on Ld5, so tough for you.

Posted: Wed Sep 27, 2006 10:24 am
by Ninale
Trained: Slavehounds are wild creatures who have a ferocious fighting spirit, but need careful supervision or they are as likely to attack an enemy as stop to gnaw on a stray bone or wander off randomly. Slavehounds are trained to obey orders from Beastmasters, and if within 6" may use his Leadership instead of its own for any Leadership tests. If the Beastmaster is in range of the Leader ability, the Slavehound can use the increased Leadership value. Unless a Beastmaster is within 6" of the Slavehound at the start of their turn, Slavehounds are subject to the rules for Stupidity.

That should cover it now, I see what you meant now in the original part. Another possible idea is to break the Trained and Stupidity into 2 seperate rules to avoid possible confusion, and word them like this.

Trained: Slavehounds are wild creatures who have a ferocious fighting spirit, trained to take orders from the cruel Beastmasters. If within 6", the Slavehound may use his Leadership instead of its own for any Leadership tests. If the Beastmaster is in range of the Leader ability, the Slavehound can use the increased Leadership value.

Stupid: Unless they are within 6" of a Beastmaster at the start of their turn, Slavehounds are subject to the rules for Stupidity. Until a Beastmaster comes into range, the Hounds are as likely to attack an enemy as stop to gnaw on a stray bone or wander off randomly.

Breaking it in two parts makes for clearer text - consider it in when I get around to updating. Thanks.

- A.

Posted: Thu Oct 12, 2006 9:40 am
by Loflar
I just noticed a detail in available weapons. Darksteel blade is mentioned among CC weapons for heroes, but not in other lists. Consequently, henchman advanced to hero will not get access to darksteel. Is it intended effect? Shouldn't we rather move darksteel to equipment as a darksteel upgrade?

Posted: Thu Oct 12, 2006 11:57 am
by Cat-the-odd
Doesn't a promoted henceman get instantly access to the heros equipment? I think so. If not we shall make it clear, of course.

Posted: Thu Oct 12, 2006 12:51 pm
by Loflar
LRB only says, that promoted henchman stays the same kind of henchmen. So, I conclude, he uses the same weapons.

I will move darksteel weapon among equipment - this will make it available for all heroes and no-one other.

I also found that darksteel rules say that
Any Druchii can upgrade any weapon to a Darksteel weapon


I will change it to mention heroes and close combat.
I will also change a bit the wording about price of darksteel, as I remember, that the intent was to raise its price 3 times, but current wording is unclear and possibly suggests 4.

ANSOB in Ninale's post wrote:Breaking it in two parts makes for clearer text - consider it in when I get around to updating. Thanks.


Edit: All of it done now.

Posted: Fri Oct 20, 2006 11:12 am
by Loflar
I am hereby officially declaring the pre-beta aka Alpha 4 version obsolete and locking the thread.