Specialist Arms Forum

Mordheim => [Mord] Discussion => Topic started by: Master on June 14, 2009, 02:19:05 PM

Title: Athel Loren: Artefacts
Post by: Master on June 14, 2009, 02:19:05 PM
So we discussed incorporating artefacts.

The first thing we should discuss should probably be where and when they come into play? Are they one-off grants for one scenario? Extra good loot in the exploration phase? Or special tokens lying around in some scenarios?

I think they should both be in the exploration table (more on that later), and in specific scenarios. IMO they should be able to be kept by the warbands, if not for the whole campaign then at least for several games.

Anyway here are some ideas for artefacts:

The unstoppable spear:
Spear, can be thrown like a blunderbuss with strength as user once per game. (should that be once ever?)

Blade of the forest:
Sword, As long as the warrior is within 3" of a wooden feature he receives +1 weapon skill and +1 attack.

Bow of greenskin slaying (name pending):
Elf bow, receives +1 on to hit rolls against greenskins.

Mask of doom:
Kindda like a permanent warpaint/tattoo, gives fear and the benefits of tattoos.

Club of Grock!
Double-handed weapon, doesn't give +2 strength but doubles the users strength instead, concussion.

Blooddrinker:
Sword, +1 to injury rolls.
Title: Re: Athel Loren: Artefacts
Post by: StyrofoamKing on June 15, 2009, 12:42:26 PM
Well, if you recall, I had initially tried to make a Cargo-style' magical item table. I was shot down, but here are some of the items. Maybe some to reuse, no?

MASTER WEAPONS
1 - Executioner Axe (who wrote this?)

MAGICAL SWORDS
1 - Blade of the Dance - Sword. Provides +1 Strength, but only if used as the Additional Hand Weapon.
2 - Blade of Fey Quickness - Sword. +2 Initiative
3 - Blade of Leaping Copper - Sword. +1 Attack in the First Round of Combat
4- Sword of Spite- Sword. Any model Successfully Wounded by it Loses -1 Initiative for the rest of the game, to a minimum of 1.  Each warrior may only be reduced once each turn.
5 - Sword of the Hawk - Sword. In the First round of Combat, the Warrior may use his Ballistic Skill level as his Weapon Skill Level. 
6 - Flickering Blade- Sword. One attack of yours gains 'Lightning Reflexes'.   If you already have Lightning Reflexes, that one attack gains +3 Initiative.

Alternate - Sword of Cowardice- Sword. Any model Successfully Wounded by it Loses -1 Leadership for the rest of the game, to a minimum of 1.  Each warrior may only be reduced once each turn.

MAGICAL MISSILES
1 - Throwing Axe of Khran - Throwing Axe. Normal Rules apply, except Range 12", +1 User's Strength. It may be used against Target that is in combat, and if successfully hit, the shot is not divided randomly amongst combatants. May only be thrown once per game, after which it's always retrieved.  Does not count towards the limit of missile weapons a Hero may carry, nor does it require Weapons Training or Weapons Expert to use.
2 - Hunter's Bow - Bow.  Ignores all penalties for cover.
3 - Frozen Bow - Longbow.  Once per game, all of your hero's arrows shot in one Shooting phase ignore all armor.
4- Berserker Bow - Longbow.  May fire arrows equal to the number of base attacks the Hero has.  Frenzy does not give extra attacks, and this ability cannot be used in the same turn as Quick Shot.
5- Pyrrhic Bolts - Longbow.  All Arrows and Crossbow bolts your hero fires deal fire damage. They will ignite Houses, Boats, or Scenery unless the scenario forbids it (i.e. you cannot burn the objective building).
6- Silver Bow- Short Bow. You may fire an extra shot each Shooting Phase (meaning 2 normally, 3 with Quick Shot.)  Also, all arrows from the Silver Bow count as magical.

Alternate: Beastmen Bane - Throwing Axes (As Throwing Knives).  Hero causes Fear in all Beastmen.  Thrown attacks are at User's Strength +1 Strength.  May be used with Knife Master, but the user loses the +1 Strength.

MAGICAL EXOTIC WEAPONS
(Not sure which to use, so they are all marked as 'Alternate' at the moment:)
Daggers of Haste - Pair of Daggers. +1 Attack, but must use both daggers  (Alt: +3 Init?)
Oggla's Clubba- Club.  The user has Frenzy. This effects wears off after the user's first round of Hand to Hand combat, and does not grant frenzy again until next game.
Death Mace - Hammer.  At the start of any player's Combat Phase, you may use the Mace. It deals a Strength 2 to all Non-Undead, Non-Demon models in Base contact with you, friend or foe.  It may only be used if you are wielding the mace, and only once per game.
Axe of Karak Kairn - Axe.  Provides -2 Armor Save (instead of -1), and parries like a Sword.
Heartdrinker Axe - Axe.  All Step Aside & Fey Quickness rolls are at -1 to avoid blows from the Heartdrinker Axe.
Biting Lash - Steel Whip.  All friendly animals and models with Stupidity within 6" may test off of your Hero's Leadership.
Burning Star - Morning Star that always provides +1 Strength, not just in the first round of combat. All attacks deal Fire Damage.
Evening Star - Morning Star. Once per game, you may reroll all failed To-Hit Rolls once. This only lasts for one round of combat, and only applies to hits made with the Evening Star.
Gorflag's Choppa - Double Handed Weapon. +3 Strength. Always strikes last, unless the wielder has the skill 'Strongman'.
Treefeller Axe - Double Handed Weapon. -1 Armor Save.  At the start of any of your turns, you may attempt to use the Axe to remove any Wooded Terrain piece within 12".  Roll a D6: if the number rolled is higher than the Diameter of the Terrain piece, the piece is removed. You may only successfully remove 3 pieces per Game in this fashion, and it may not be used while your Hero is in Combat.


MAGIC SPEARS
1- Reaper's Glaive
- Halberd.  If the attacker hits on a Natural 6 to hit, you may make an additional attack against any other model in base contact with your model, rolling to hit as normal.
2- Glorious Spear- Spear.  Provides +1 Strength in the first round of combat (mounted or on foot), Strikes First (like a normal spear).  May only be used with Shield or Buckler.
3 - Spear of Blessed Sight- Spear.  Will always strike first, even before chargers and models with Lighting Reflexes. May only be used with Shield or Buckler.
4 Spear of Daith - Spear. May parry.  May only be used with Shield or Buckler.

RUNES
May be added to any Non-Magical Item, creating a Magic Item of that type (added to a Weapon makes it a Magical Weapon). Each item may only have 1 rune.  Unless stated otherwise, all Weapon runes only affect hand to hand weapons.

1 - Rune of Brilliance: The wielder may add +4" when spotting hidden enemies, like a Lantern. May be added to Missile Weapon.
2- Rune of Guidance:    Adds +1 to the User's Weapon Skill for that weapon (when attacking), and for defending.
3- Rune of Cleaving:  Adds -1 to the Armor Save for that weapon. May be added to Missile Weapon.
4- Rune of Fire:  The weapon now causes fire damage.  May be added to Missile Weapon.
5- Rune of Spite:  The first opponent successfully wounded by the Rune of Spite suffers +1 on his Injury Roll.  All attacks by this weapon against that single Warrior continue to deal +1 to Injuries for the rest of the game.
6 - Rune of Stone: May be added to any Non-Magical Armor, Barding, Shield, or Buckler, creating a Magical Armor.  The item now gives an additional +1 Save.  The Rune of Stone may NOT be used on or combined with Gromril Armor.

CHARMS
1- Rabbit's Foot -
Does not take up a Magic Item space, and may be used with other Charms.
2- Lucky Charm May not be used with other charms.
3 - Amber Charm- Charm. Any time your hero is successfully wounded, the Charm grants a Ward save of 6+.  May not be used with any other Charms.  May be used by Dryads.
4- Ruby Charm- Charm. Once per game, you may decide to use the Ruby Charm at any given time.  For the rest of the phase, any Wounds against your hero gain a Ward Save of 4+. May not be used with any other Charms. May be used by Dryads.
5- Charm of the Lake- Charm. The first time the Hero is hit in battle, the hit is ignored on a roll of 2+.  This item may be used once per game. May be used by Dryads.
6- Elven Charm of Cleansing- Charm.  Same as a Lucky Charm.  Also, the bearer now causes fear to Goblins & Hobgoblins.  May be used by Dryads.

ETHEREAL
1- Ethereal Spite
- Wardog*.  This counts as a member of your warband, and follows the same rules as the War Dog equipment, except it uses the stats and special rules as the Spite from the Dryad warband.  May be used by Dryads & Demons.
2- Ethereal Hound- Wardog.  This counts as a member of your warband, and follows all of normal rules for War dog equipment, plus the following:  It is immune to all Psychology, and Poisons.  It is immune to pain, and thus treats Stunned as Knocked Down. If taken out of action, it dies on a roll of 1-3, rather than 1-2. May be used by Dryads & Demons.
3- Ethereal Swarm - Item.  You may, at the start of any of your Turns, summon a swarm of phantom insects from the forest.  Use a 40mm base, and place it 3" from your Hero or any other model.  They may not start in combat, but may charge during the movement phase.  They are immune to psychology, and except for Movement 5, all other stats start at 2.   At the start of your next turn, the Swarm disappears forever, and the item may not be used again. May be used by Dryads & Demons.
4- Ethereal Badger - Item.  Once per game, at the start of any turn, you may summon the giant ethereal Badger to dig a large burrow anywhere within 8" of you.  Place a 25mm base to mark the spot, which now counts as a 2" deep hole in the ground.  Models may jump over it with a successful Initiative test, or Leap over it.  If a model falls into it, they may climb out as normal, after rolling for damage.  The hole may be placed under an enemy model, though the model may make an Initiative test to avoid falling in.  If placed under a Mounted model and the model fails the Initiative test, the mount & rider do not fall in, but they still take the Strength 2 hit, due to the faltering of the Mount's footing. May be used by Dryads & Demons.
5- Ethereal Mount- Horse. May be used at the start of your turns. Counts as a Mount with Movement 9, and does not require the Ride Skill or 'Woah Boy' Tests.  The mount lasts until your model is successfully injured (and fails his armor save), or comes into base contact with an enemy model. The Ethereal Horse then disappears forever and may not be used again. It may not wear barding. May be used by Demons.
6- Ethereal Falcon - Item.  You may spot hidden models at a range of Three times your Ballistic Skill in inches.  This may be used any number of times. May be used by Dryads & Demons.

HORNS
1 Horn of Ariel
- Item.  Once per game, at the Start of any player's turn, you may place a 3-4" Diameter Wooded Terrain Piece anywhere on the board, so long as it is not touching an enemy model.
2 Horn of the Lady-Item. Once per game, at the Start of any player's turn, you may place a 3-4" wide Bridge over any Water terrain on anywhere on the board, and suffer no penalty crossing it.  The bridge dissolves at the end of your turn.
3 Horn of Dismay-Item. Once per game, you may blow it at the start of any one opponent's First Turn.  Each model must roll a 1D6 before moving: on a roll of 1, the model is too scared to move from this turn.  Models that are immune to fear do not have to roll.
4 Horn of Waagh- Item.  May be once per game, at the start of any of your turns.  All models gain +1 Leadership, so long as their is a Friendly model within 2" (this effect is not cumulative, and stops at +1 per model.)  Also, all friendly Orcs & Goblins do not have to test for Animosity this turn.
5 Horn of the Brigand- Item.  After set-up, you may remove up to 3 Non-Large Henchmen from the board.  At the Start of any of your turns, you may place all three of the models in or on any Terrain piece within 12" of your Hero, so long as the Models are out of sight and not within 12" of any enemy model.   Until the removed models are placed back on the board, treat all rout checks as if the size of your warband is smaller (i.e. if you started at 12 members, you would originally route after loosing 3 members; with 3 people removed, your warband is temporarily at 9, meaning you route after losing 2.)  This horn may be used once per game.
6 Horn of Orion- Item.  May be used per game.  At the start of your Movement Phase, you may move all of your models 4" towards any enemy model. If this brings you into contact with an opponent, this counts as a charge.  Before charging Fear causing models, the model must still pass a Fear test where applicable; if failed, the model stands still.

BOOTS
1-2 Elven Boots- Boots. +1 to Movement.
3-Boots of Leaping- Boots. Once per game, instead of your normal move, your model may move up to 12", ignoring all terrain and models in between.  If used as a run or a charge, it is not doubled at all, nor does the skill 'Sprint' increase the distance.
4- Boots of the Green- Item. The model may move through Wooded Terrain without penalty.
5- Spidersilk Boots- Boots. Gain the skill Scale Sheer Surfaces.
6- Boots of Valor- Boots. May only be used by mounted models. They gain +1 Attack from their feet, which is at User's Strength -1.

MAGIC SHIELDS
1- Blessed Shield
- Shield. Provides a 5+ Armor Save.
2- Shield of Courage- Shield. The Bearer is Immune to Fear & All-Alone Tests.
3- Shield of Valor - Shield. The Shield may be used to make an Additional Attack, which counts as a Hammer Blow.
4- Shield of the Glade- Shield. If within 3" of a Wooded terrain piece, you are an additional -2 to hit in the Shooting Phase.
5- Buckler of Couraine- Buckler - The Buckler may attempt to Parry any Single attack each turn, rather than only the First Attack made against him. You must choose warrior first, before the attacker has rolled to hit.
6- ???

MAGICAL ARMOR I
1- Helm of Fortitude
- Helmet. Prevents Stuns on a roll of 3+.
2- Helm of Dragon Slaying - Helmet.  Gives 5+ Ward Save against any Flame Attacks.
3- Crown of Command - Helmet.  +1 to the Wearer's Leadership, to a max of 10.
4-Crown of the Warrior - Helmet*.  The first time a Warrior charges each game, he may add his base movement to the charge (i.e. A normal charge is tripled instead of doubled, a Sprint Charge is Quadrupled instead of Tripled).  The Crown cannot be worn with a Helmet, but it does not provide the normal Helmet protection.  This item may be worn by Wardancers & Slayers.
5-Ancient Markings- Counts as Tattoos; all the normal rules apply, although Ancient Markings may be used on a model that already has Tattoos, replacing it. It provides a 5+ save, which will never be modified less than 5+ for any reason, unless the save itself is completely nullified. Can be worn by Wardancers & Slayers.
6-Armor of Grace - Light Armor. Any time the hero is injured, roll a D6: on a roll of 5+, count the Serious Injury as 'Full Recovery'. You must use this ability before rolling for injury, and only if the model was wearing the armor all battle.

MAGICAL ARMOR II
1- Maeve's Shadow Armor
- Light Armor.  The model may make a Leadership Test: if successful the model may move through solid objects and Impassible Terrain without penalty, so long as the model ends his move out of other object's space.  This may allow you to move through friendly models, but not enemies.
2- Hemmler's Bindings - Light Armor. Once worn, the Bindings cannot be removed, stolen or sold.  If the Hero dies for any reason, he comes back as a Zombie Henchmen.  He uses all the normal rules for Zombies and is unable to use skills, but keeps his previous stats & hand-to-hand Weapons.
3- Morgaine's Cursed Armor- Heavy Armor. The first time the model is taken Out of Action in any game, you may choose to ignore it; if stunned, no other models may attack him in hand-to-hand this turn.  This ability only works once per game. However, if you use this ability, you must roll for your hero on the Serious Injury Chart after the game. If the model was subsequently taken out of action after the ability was used, roll Twice on the Serious Injury chart for the hero.
4- Wyrmbane Armor - Heavy Armor - All enemy models who come into base contact with your model suffer an automatic S1 hit before combat starts.
5-6- ???

OTHERS?
Spear of Kurnous - Throwing Weapon - Range 8", no penalty for moving or over half range. Wounds on 4+ or better.  Returns to hand after each throw. (Ignores armor? may be used in hth?)

The Horn of the Wild Hunt
Once per game, may be used in any Shooting phase, if not in hth. (closest enemy unit within 12" takes panic.)  All opponents within X take an All-Alone test.

Cloak of Isha - Provides a 4+ ward save. (May not be used with other armor or cloaks?)

Wand of Wych Elm - (No power cards to cast.)  Once per game, may cast any one spell at Diff 3+.  Cast or failed, the Wand cannot be used again till next game.

Acorns of the Oak of Ages - (Once per game, at start of your turn, create a 12" diameter wood centered on caster. Fades when Drain Magic card is played.)

Dart of Doom - Once per battle, thrown. Range 12", hit with BS. 1 auto wound, only magical save.

Berry Wine - Once use, start of your turn. User or friend within 3" Regains 1D6 wounds. If on the ground, treat them as if they have just stood up from being knocked down.

Battle Standard of Athel Loren - 12" in all directions. Any spell within fizzle on 5+.

Drum of Orcskin (wardancer) - Once per game, may beat drum before charging. All friendly units within 6" gains +1D6" to their charge move this turn.

Bow of Loren - Range 36" . May make a number of Shots each phase, equal to the hero's base number of attacks. Each blow is at user's Strength. (Must be same target?)

Hail of Doom Arrow - Splits into (3D6 arrows, S4). Roll to hit for each. One use only.


OR
A friend of mine gave me a scenaro called 'Elf Cache', which a few good items. I don't know who wrote it:

Elfin Arrow of the Heavens: Once per battle, during the shooting phase, a model carrying this arrow and armed with a bow (including short bows, Bows, Longbows, and Elf Bows) may nominate any number of targets that he/she can see, regardless of cover.  Roll a D6 for each model, each model is hit on a 2+ with a Strength of 3, -2 save modifier hit. No skills may be applied to this in any way. Additional, if any 1's are rolled, the arrow has been lost in the heavens and returned to the Elfin gods.

Sparrow Cloak: The model wearing this item has a 5+ unmodified save against all magic. Additional, once per battle, the model wearing this item may flee the battle by turning into a flock of sparrows. The model is removed from the battle and counts towards rout calculations. Any wyrdstone or treasure carried by the model is dropped, only his/her personal items are transported. Only heroes may wear this item. The model returns to the warband after the battle, but before the post game sequence.

Bitter Herbs: for each dose, the model carrying this tiem may cure any models stunned result. Provided it is a friendly model and within 2 inches of the possessor of the herbs.
Title: Re: Athel Loren: Artefacts
Post by: Master on June 18, 2009, 01:53:00 PM
Perhaps instead we should write it into a 4d6 table? Or we could start dividing them into two tables, major and minor artefacts?

Also, we have another spear now (I really like the idea of a blunderspear!). So we just need one more and we'll have 6, (we could make the heartdrinker axe into a spear?)

I'd like that there are many more weapons than armour and other stuff on that table, so we don't get super armoured units but get a lot of different abilities.

Also can there be duplicates of these weapons in play in the campaign?
Title: Re: Athel Loren: Artefacts
Post by: StyrofoamKing on June 18, 2009, 09:33:10 PM
Tables: Well, that was just the way I had it on the previous version. 4D6 is tricky, though, as the odds are hard to calculate. D66 is easier.

Changing/Altering: This isn't a finished product, this is just a reposting of old stuff. Of course we can switch things up.

New one: Sword of _____ - Whenever the hero charges involuntarily, attacks from this weapon cannot be parried. (good for savage orcs OR knights errant! That's our common thread!)
Title: Re: Athel Loren: Artefacts
Post by: Master on June 20, 2009, 12:09:49 AM
I like that sword, for a name it could be sword of Harknir, and make a short story about Harknir being some maniacal norse warrior.

Ok so we'll do a D66 table for the items, then they have to be around the same power level though.

So we can start out like this:

D66

11 Blade of the Dance - Sword. Provides +1 Strength, but only if used as the Additional Hand Weapon.
12 Blade of Fey Quickness - Sword. +2 Initiative
13 Blade of Leaping Copper - Sword. +1 Attack in the First Round of Combat
14 Sword of Spite- Sword. Any model Successfully Wounded by it Loses -1 Initiative for the rest of the game, to a minimum of 1.  Each warrior may only be reduced once each turn.

15 Sword of the Hawk - Sword. In the First round of Combat, the Warrior may use his Ballistic Skill level as his Weapon Skill Level. 
(Not sure about this weapon, I don't really like it, and think it is rather bad.)

16 Flickering Blade- Sword. One attack of yours gains 'Lightning Reflexes'.   If you already have Lightning Reflexes, that one attack gains +3 Initiative.
21 Daggers of Haste - Pair of Daggers. +1 Attack, but must use both daggers
22 Throwing Axe of Khran - Throwing Axe. Normal Rules apply, except Range 12", +1 User's Strength. It may be used against Target that is in combat, and if successfully hit, the shot is not divided randomly amongst combatants. May only be thrown once per game, after which it's always retrieved.  Does not count towards the limit of missile weapons a Hero may carry, nor does it require Weapons Training or Weapons Expert to use.
23 Frozen Bow - Longbow.  Once per game, all of your hero's arrows shot in one Shooting phase ignore all armor.
24 Silver Bow- Bow. You may fire an extra shot each Shooting Phase (meaning 2 normally, 3 with Quick Shot.)  Also, all arrows from the Silver Bow count as magical.
25 The unstoppable spear - Spear, can be thrown like a blunderbuss with strength as user once per game.
(should that be once ever?)

26 Treefeller Axe - Double Handed Weapon. -1 Armor Save.  At the start of any of your turns, you may attempt to use the Axe to remove any Wooded Terrain piece within 12".  Roll a D6: if the number rolled is higher than the Diameter of the Terrain piece, the piece is removed. You may only successfully remove 3 pieces per Game in this fashion, and it may not be used while your Hero is in Combat.
I like this item but it might be a little odd?

31 Ruby Charm- Charm. Once per game, you may decide to use the Ruby Charm at any given time.  For the rest of the phase, any Wounds against your hero gain a Ward Save of 4+. May not be used with any other Charms. May be used by Dryads.
32 Boots of the Green- Item. The model may move through Wooded Terrain without penalty.
33 Charm of the Lake- Charm. The first time the Hero is hit in battle, the hit is ignored on a roll of 2+.  This item may be used once per game. May be used by Dryads.
34 Maeve's Shadow Armor- Light Armor.  The model may make a Leadership Test: if successful the model may move through solid objects and Impassible Terrain without penalty, so long as the model ends his move out of other object's space.  This may allow you to move through friendly models, but not enemies.
35 Evening Star - Morning Star. Once per game, you may reroll all failed To-Hit Rolls once. This only lasts for one round of combat, and only applies to hits made with the Evening Star.
36 Crown of the Warrior - Helmet*.  The first time a Warrior charges each game, he may add his base movement to the charge (i.e. A normal charge is tripled instead of doubled, a Sprint Charge is Quadrupled instead of Tripled).  The Crown cannot be worn with a Helmet, but it does not provide the normal Helmet protection.  This item may be worn by Wardancers & Slayers.
41 Wyrmbane Armor - Heavy Armor - All enemy models who come into base contact with your model suffer an automatic S1 hit before combat starts.
(Another option here is to call it burning bracelets, it does the same thing but gives 6+ armour save and may be combined with light armour or heavy armour but not a shield).
42 Gorflag's Choppa - Double Handed Weapon. Always strikes last, unless the wielder has the skill 'Strongman', instead of giving +2 strength this double handed weapon doubles the users strength.
43 Horn of the Brigand- Item.  After set-up, you may remove up to 3 Non-Large Henchmen from the board.  At the Start of any of your turns, you may place all three of the models in or on any Terrain piece within 12" of your Hero, so long as the Models are out of sight and not within 12" of any enemy model.   Until the removed models are placed back on the board, treat all rout checks as if the size of your warband is smaller (i.e. if you started at 12 members, you would originally route after loosing 3 members; with 3 people removed, your warband is temporarily at 9, meaning you route after losing 2.)  This horn may be used once per game.
44 Helm of Dragon Slaying - Helmet.  Gives 5+ Ward Save against any Flame Attacks.
45 Reaper's Glaive - Halberd.  If the attacker hits on a Natural 6 to hit, you may make an additional attack against any other model in base contact with your model, rolling to hit as normal
46 Glorious Spear- Spear.  Provides +1 Strength in the first round of combat (mounted or on foot), Strikes First (like a normal spear).  May only be used with Shield or Buckler
51 Shield of the Glade- Shield. If within 3" of a Wooded terrain piece, you are an additional -2 to hit in the Shooting Phase.
52 Morgaine's Cursed Armor- Heavy Armor. The first time the model is taken Out of Action in any game, you may choose to ignore it; if stunned, no other models may attack him in hand-to-hand this turn.  This ability only works once per game. However, if you use this ability, you must roll for your hero on the Serious Injury Chart after the game. If the model was subsequently taken out of action after the ability was used, roll Twice on the Serious Injury chart for the hero.
53 Ancient Markings- Counts as Tattoos; all the normal rules apply, although Ancient Markings may be used on a model that already has Tattoos, replacing it. It provides a 5+ save, which will never be modified less than 5+ for any reason, unless the save itself is completely nullified. Can be worn by Wardancers & Slayers.
54 Ethereal Mount- Horse. May be used at the start of your turns. Counts as a Mount with Movement 9, and does not require the Ride Skill or 'Woah Boy' Tests.  The mount lasts until your model is successfully injured (and fails his armor save), or comes into base contact with an enemy model. The Ethereal Horse then disappears forever and may not be used again. It may not wear barding. May be used by Demons.
55 Ethereal Badger - Item.  Once per game, at the start of any turn, you may summon the giant ethereal Badger to dig a large burrow anywhere within 8" of you.  Place a 25mm base to mark the spot, which now counts as a 2" deep hole in the ground.  Models may jump over it with a successful Initiative test, or Leap over it.  If a model falls into it, they may climb out as normal, after rolling for damage.  The hole may be placed under an enemy model, though the model may make an Initiative test to avoid falling in.  If placed under a Mounted model and the model fails the Initiative test, the mount & rider do not fall in, but they still take the Strength 2 hit, due to the faltering of the Mount's footing. May be used by Dryads & Demons.
56 Ethereal Hound- Wardog.  This counts as a member of your warband, and follows all of normal rules for War dog equipment, plus the following:  It is immune to all Psychology, and Poisons.  It is immune to pain, and thus treats Stunned as Knocked Down. If taken out of action, it dies on a roll of 1-3, rather than 1-2. May be used by Dryads & Demons.
61 Hail of Doom Arrow - Splits into (3D6 arrows, S3). Roll to hit for each. One use only. (not one per game, one use ever, may split the shots though).
(Perhaps instead the elfin arrow of the heavens?)

62 Dart of Doom - Once per battle, thrown. Range 12", hit with BS. 1 auto wound, only magical save.
63 Sparrow Cloak: The model wearing this item has a 5+ unmodified save against all magic. Additional, once per battle, the model wearing this item may flee the battle by turning into a flock of sparrows. The model is removed from the battle and counts towards rout calculations. Any wyrdstone or treasure carried by the model is dropped, only his/her personal items are transported. Only heroes may wear this item. The model returns to the warband after the battle, but before the post game sequence.
64 Horn of the Lady-Item. Once per game, at the Start of any player's turn, you may place a 3-4" wide Bridge over any Water terrain on anywhere on the board, and suffer no penalty crossing it.  The bridge dissolves at the end of your turn.
65 Pyrrhic Bolts - Longbow.  All Arrows and Crossbow bolts your hero fires deal fire damage. They will ignite Houses, Boats, or Scenery unless the scenario forbids it (i.e. you cannot burn the objective building).
66 Horn of Orion- Item.  May be used per game.  At the start of your Movement Phase, you may move all of your models 4" towards any enemy model. If this brings you into contact with an opponent, this counts as a charge.  Before charging Fear causing models, the model must still pass a Fear test where applicable; if failed, the model stands still.
(By far this was the best item on the table, therefore I put it here as 66 were it belongs :D)

So I kept most items as they were and changed those I though were too good, the hail of doom arrow for example, personally I better like the arrow of elfin heaven or whatever we called it.

I didn't include any runes, I think we could have them as an exploration roll.

I also like the boots of leaping but I think they are very very good. Perhaps they could even be a magical artefact?

The bow of loren and the berserker bow was both too good, but the silver bow works fine as a normal bow.

Well, anything you want changed on this table? Some of them can be split so it gives two different results with a D6 more?
Title: Re: Athel Loren: Artefacts
Post by: StyrofoamKing on June 24, 2009, 05:09:23 AM
Sword of the Hawk - no good? I thought it'd be good for the Waywatcher/sniper type.  He gets charged, and suddenly his BS5 is very useful in combat.

Unstoppable spear - My only fear is the S7 Vampire throwing this and whiping out a warband. Should we set it as S4?

treefeller - I think we have to be careful, but could be fun. How about, once per game, it may automatically remove an tree/bush terrain with 1" automatically?  It cannot remove treekins, monster trees, or trees that are part of the objective of the scenario.

charm of the lady - may not be used with a 'Lucky Charm'.  (We'll remove all of the 'dryad' and 'demon' references, of course). With Lady's Favors spell, it still saves on 2+, but may be rerolled once.

wyrmbane - I like it, if it's all the same to you. It's actually a historical reference to the Lambton Worm, in which a knight wore spiny armor in order to defeat a serpentine dragon.  Something for the Bretonnians, I suppose.

gorflag- actually, this is really good. Should we make it a Major Artefact?

doom arrow - either works for me.

When I post the mundane items list, should I post it here, or in another thread? Here might be good, in case we want to raise minor magic items to 'artefacts' rather than purchasable items, and vice-verse.
Title: Re: Athel Loren: Artefacts
Post by: Master on June 28, 2009, 01:26:54 PM
Exactly, all equipment should be kept in this thread.

I'll be interrailing through Europe for the next month, so I wont have much time for these forums?
Title: Re: Athel Loren: Artefacts
Post by: StyrofoamKing on June 28, 2009, 05:45:43 PM
I'll post it as soon as I've got it figured out.

Sorry to hear you'll be out a while, friend. Talk to you when you get back.

To sidetrack the thread for just a second, what was your final say on the 'sword/pistol' for Sartosa?  Are we going with the extra shot, with +1 to hit like before, or a 'dueling pistol that's switched to a sword mid-combat' like on the boring-sartosa thread?
Title: Re: Athel Loren: Artefacts
Post by: Master on August 12, 2009, 11:44:43 AM
Perhaps just a duelling Pistol that switches to a sword will work fine.

Actually was that I wanted to emphasize the idea of a real powerful first round weapon that didn't go all obsolete in the second and subsequent rounds, which is why I like the hit and the shot.

Perhaps it should lose the +1 to hit altogether?
Title: Re: Athel Loren: Artefacts
Post by: StyrofoamKing on August 12, 2009, 01:07:46 PM
Well, I think the +1 to hit works if it switches from Pistol to Sword between phases... at the moment, it's a sword that hits on +1 in the first, which makes no sense and is very good.
Title: Re: Athel Loren: Artefacts
Post by: Master on August 13, 2009, 10:51:37 AM
Ok, then we do it like that.

I still think it should have some form of misfire though.

Apart from that.

I like your idea for the Treefeller.

Unstoppable spear, I somehow agree with you, perhaps it should be once ever? Or what if you can't throw it again if it kills anyone or takes more than three opponents out of action? Or another option: After the spear has been thrown roll a D6, if you roll equal to or OVER your strength the spear is unharmed, if you roll under your strength the spear is broken by the immense force applied to it, remove it from your equipment.

Sword of the Hawk: Well, but I just think it is a little sad that there are entire warbands that don't get much from this weapon. Also if a warrior has BS 5 and ws 3 it will merely increase his weapon skill by two, and as there are weapons on there that give +1 attack that seems rather bad.
Title: Re: Athel Loren: Artefacts
Post by: StyrofoamKing on August 13, 2009, 12:21:07 PM
Spear: Ultimately, we should have a 'price range' for most of the magical items.  A Strength 4 blunderbuss that never misfires is about 50... not too terrible.  I'm not sure I like the 'breaking' rule, just makes it more hassle.  Either once per game, or 'one use ever' at, like, S5.  I think Once per game is more fair, as other players find great items they can use over and over... it also paralyzes a player to never use it at all, 'just in case'.

Sword of the Hack (er, Hawk): I'm convinced. We'll try something else.
Title: Re: Athel Loren: Artefacts
Post by: Master on August 13, 2009, 05:26:04 PM
Ok so any item on the list is worth 50-75gc, therefore the unstoppable spear will be thrown with S4 if the warrior with it have S4 or more. Usable once per game.

Perhaps instead the sword of the hawk could be like a thrown weapon that returns to the owners hand, not sure how that would work, but could be something like this:

Sword, instead of making a missile attack the warrior may throw the sword at any warrior within 12", make a single attack exactly as if this warrior were in base to base contact with the foe.
Title: Re: Athel Loren: Artefacts
Post by: StyrofoamKing on August 13, 2009, 05:35:05 PM
Well, that's very similar to the 'Throwing Axe of Khran' (which, upon recollection, is a pretty terrible name.  Will fix.)  How about something similar to a Crossbow Pistol, but without the -2 to hit?

"Bracers of the Golden Hind" - If your model is armed with a bow (short, normal, long, or elf), he may fire a single arrow in the first round of a hand-to-hand combat and this shot is always resolved first, before any blows are struck. Use the model's Ballistic Skill to see if it hits or not.  'Quickshot' and similar skills that allow the hero to shoot more than once cannot used to increase the number of shots fired in the first round.
Title: Re: Athel Loren: Artefacts
Post by: ANSWER_MOD_DABANK on August 14, 2009, 02:23:29 AM
Does the list need to be this long for Artefacts?
Title: Re: Athel Loren: Artefacts
Post by: StyrofoamKing on August 15, 2009, 05:31:45 AM
Well, while you guys have convinced to drop my original idea, of a player having a high chance (1/6 ish?) to find a VERY weak magical artefact every time he traded in a wyrdstone (one chance per game, with 5/6 chance of some mundane item, like a setting-based item or a lucky charm).  However, I still like the idea of a higher rate finding artefacts than, say, Sartosa or Mordheim proper.  Also, if the list is so long, we can say that no campaign will have more than one of the same artefact.  Any further rolls of the same artefact are rerolled. (Adds a Roleplay touch, I think. In future campaigns, you can track where the artefact changes hands).

Which begs the question, this IS the Lesser Magical Artefact chart, right? If some of them seem to strong, we can bump them up to the Greater Mag. Artefact list.
Title: Re: Athel Loren: Artefacts
Post by: ANSWER_MOD_DABANK on August 15, 2009, 12:04:34 PM
Don't you need to roll six 6's to get an artefact in MOrdheim?

That seemed ok.
Title: Re: Athel Loren: Artefacts
Post by: Master on October 18, 2009, 10:35:23 PM
Well, I really like the idea of only one of each type of artifacts and make a long lesser list and a short more powerful list of artifacts.

These items should not be game altering in anyway, but rather good.

This brings us to exploration which I'll open up a thread for.
Title: Re: Athel Loren: Artefacts
Post by: StyrofoamKing on October 21, 2009, 08:12:49 PM
Agreed, a long 'Lesser Artefact' list (most of which aren't much stronger than a skill), and 6 Greater Artefacts.

I've never built an Exploration chart with Lesser Artefacts, but I know they show up in both Lustria, Relics (and I think Khemri too), so there several models to look at.
Title: Re: Athel Loren: Artefacts
Post by: saltbush on October 22, 2009, 07:06:43 AM
just as an idea my group uses a rule for minor artefacts that a player who wins the scen (whatever it is) finds an artefact on a 6 (d6 roll of course)

we really don't get to many of them that way (and we allow a couple of scenario's that have them as loot), it also has the bonus of stopping players just routing when they can as much because of the slight chance to get one
Title: Re: Athel Loren: Artefacts
Post by: StyrofoamKing on October 22, 2009, 11:06:01 AM
Hmm. I like.  Master, your thoughts?
Title: Re: Athel Loren: Artefacts
Post by: Master on October 26, 2009, 07:22:32 PM
That's a good idea. I think we should stick with it, as it is only a 6 it will not make one warband overly powerful and make the winners win all the more, good idea.

I still think we should have a few of them on the exploration table.