Specialist Arms Forum

Mordheim => [Mord] Rules Questions => Topic started by: CobaltEarthgem on April 26, 2009, 03:22:37 PM

Title: Elf Ranger/Tarot Cards/Resource Hunter etc...
Post by: CobaltEarthgem on April 26, 2009, 03:22:37 PM
Each of these have a rule which states "may mogify one exploration die by +1/-1 ".

I ma currently running a Dwarf Treasure Hunter Warband which has two characters with Resource Hunter (my Engineer and a Slayer) and one set of Tarot Cards (My Dwarf Noble).

Assume I win a scenario and none of my heroes go out of action (my Noble's Leadership test at the beginning of the game was successful), so I have 3 "modifications coming to me.

I roll

3  3  3  6  4

I know I can use one each modifiers on the 3s to give myself 4 4s, but can I use 3x -1 modifier all on the 6 to give myself 4 3s?
Title: Re: Elf Ranger/Tarot Cards/Resource Hunter etc...
Post by: Master on April 26, 2009, 04:13:53 PM
I don't see why not, but it is a gray area.
Title: Re: Elf Ranger/Tarot Cards/Resource Hunter etc...
Post by: cianty on April 26, 2009, 05:26:41 PM
I don't see why not.

Yep. Wouldn't even call that a grey area as it is allowed (because it is not forbidden :) ).
Title: Re: Elf Ranger/Tarot Cards/Resource Hunter etc...
Post by: ANSWER_MOD_DABANK on April 26, 2009, 05:35:47 PM
They are correct. You can do it. Your opponent won't like it but that is why a lot people don't pay attention to those skills if you can get them as they will help bring in valuable gold.
Title: Re: Elf Ranger/Tarot Cards/Resource Hunter etc...
Post by: CobaltEarthgem on April 26, 2009, 05:55:06 PM
Yeah, even thought they start with only 4 heroes (and for some reason although I roll it droves for other warbands) and I can never roll "Lad's got talent" for the Dwarfs the fact they all have access to Resource Hunter, combined with thier "free" shard I'm pretty sure I'm gonna take the Stunties in the upcoming League.  Should be fun!
Title: Re: Elf Ranger/Tarot Cards/Resource Hunter etc...
Post by: Ram Rock Ed First on May 11, 2009, 05:48:10 PM
I would like to offer caution when abusing these rules, we eventually house ruled it to one set of tarot cards per warband and then only to someone with some sort of magical ability or a leader if none have magical ability as a power game build will see you suddenly dominate the exploration phase fast. When you start seeing players voluntarily routing after the min henchies have been picked off and them making turninga round and getting 4 of a kind, 5 of a kind or 6 of a kind battle after battle, not to mention extra wrydstone from increasing the roll rates, you will soon advance far faster then other warbands.

Whilst there is nothing in the rules saying you can't stack the abilities, stacking them, or even bringing one modification per hero can see you becoming unfairly powerful compared to warbands with lower leadership or less exploration abuse and still the same games or even more wins under their belt. When you are raking in an average of 100-200 gc's in equipment and gold per game or hoarding up all the magical artifacts inside of a dozen to 18 games (yeah, we power gamed good) you will see that it becomes quite broken. If both sides are doing it then it balances to a point, but just be wary that it will power the Dwarves up massively especially as you already gain an extra shard of wrydstone every game.

Ram.
Title: Re: Elf Ranger/Tarot Cards/Resource Hunter etc...
Post by: StyrofoamKing on June 01, 2009, 08:31:17 PM
This a house rule that was never strictly enforced upon our gaming group, but one I personally enforce upon MYSELF:

If a hero has a modifier/reroll in the exploration phase, I roll a different colored dice for that hero.  For example, I have three heroes with lucky rabbit's feet, and two without.  It would make perfect sense, considering that a hero cannot reroll another hero's attack roll, that he cannot reroll another's exploration roll.  Thus, I have three dice that I can reroll, if I so choice, and two dice that I can roll only once (and get stuck with the result.)

Again, this is not 'the letter of the law', but it makes sense for the sake of fairness and flavor.
Title: Re: Elf Ranger/Tarot Cards/Resource Hunter etc...
Post by: CobaltEarthgem on June 01, 2009, 10:06:24 PM
Hmmmmm, seems a bit particular to me.  I also like to play Sisters of Sigmar and I admit with the Augur's "two dice" I roll two dice of a color other than rest of them, discard one of those THEN move on to the rerolls due to Wyrdstone Hunter...

To each thier own, most of my mates seem so focussed on how much better a killing machine they can make thier heroes they always snicker a bit when I choose the "income" skills.
Title: Re: Elf Ranger/Tarot Cards/Resource Hunter etc...
Post by: Ram Rock Ed First on June 07, 2009, 01:47:38 PM
Income skills kick it in an extended campaign thougha s building an ultimate killing machine only goes so far if you can't afford to equip them with the best equipment around after all.
Title: Re: Elf Ranger/Tarot Cards/Resource Hunter etc...
Post by: Master on June 07, 2009, 11:10:54 PM
Income skills kick it in an extended campaign thougha s building an ultimate killing machine only goes so far if you can't afford to equip them with the best equipment around after all.

However, equipment does not have much to say in combat.

A vampire with three or four combat skills and 2-3 proper advancements have no real issues beating anyone with a measly 10gc of equipment (a sword + free dagger or a couple of axes), he might not even break a sweat beating up 4 or 5 warriors with equipment worth 70gc (heavy armour and 2 swords), if his skills are focused on combat and avoiding shooting damage.