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Mordheim DataFiles

  • Thread starter Thread starter firepigeon at bigfoot.com
  • Start date Start date
F

firepigeon at bigfoot.com

Guest
Hi there, I would like to report a few problems with the current
released datafiles for Mordheim:
- Norse Shaman - appears as a Hired Sword but the spelss don't have
any description or difficulty roll required
- Stash - doesn't list Helmets and Shields
- High Elf Loremaster spell Fiery Wrath - there's a typo on the 3" S
hit
- Lizardmen Skills - there are none
- Dark Elf Skills - there are none
- Norscan Skills - there are none
- Godi (Norscan Wizard) - the spells don't have any description or
difficulty roll required
- Ostlanders Skills - there are skills with no description

And something I already talked about:
- it isn't possible to upgrade Toughness, Wounds or Movement of
Henchman

I hope this helps

Manuel 'Firepigeon' Pombeiro
 
Colen 'Skrillboy' McAlister wrote:

> I know, it's intentional. I don't think a group of henchmen with 2 wounds
> is legal or desirable - currently the arguments are circulating around the
> choice of words the rules use. That way it shall stay until someone
> provides a good one.

It isn't legal, since they cant roll wound on there experiance roll
so...

But I think that I have found somethings that might be wrong;

1. Skaven with skill Tailfighter, how/where can I pick what he has in
his tail?

2. SoS with 2 weapons(Whip and Sigmarit Hammer) with frenzy(madness) has
a attack of 1/5 and after one attack advance 2/9 according to AB.

Regards

Peter

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At 11:35 09/03/2001 +0000, you wrote:
>Hi there, I would like to report a few problems with the current
>released datafiles for Mordheim:
> - Norse Shaman - appears as a Hired Sword but the spelss don't have
>any description or difficulty roll required

Now fixed.

> - Stash - doesn't list Helmets and Shields

Hmm... odd. I wonder if this is hitting up against a maximum number of
options in AB. I shall investigate further later (I'd do it now, but for
some reason windows 2000 always crashes when I load the army builder manual).

> - High Elf Loremaster spell Fiery Wrath - there's a typo on the 3" S
>hit

Fixed.

> - Lizardmen Skills - there are none
> - Dark Elf Skills - there are none

Fixed.

> - Norscan Skills - there are none

Hmm :/

The above skills were there, but in the wrong place. The Norscan skills
just aren't there at all.

> - Godi (Norscan Wizard) - the spells don't have any description or
>difficulty roll required

Fixed.

> - Ostlanders Skills - there are skills with no description

Which ones?

>And something I already talked about:
> - it isn't possible to upgrade Toughness, Wounds or Movement of
>Henchman

I know, it's intentional. I don't think a group of henchmen with 2 wounds
is legal or desirable - currently the arguments are circulating around the
choice of words the rules use. That way it shall stay until someone
provides a good one.

Thanks for the reports :)


--
'Not Colin' McAlister - License to Skrill
Email: demandred@skrill.org | Visit http://www.skrill.org/ today!
-----------------------------+------------------------------------
"Dovie'andi se tovya sagain" - Robert Jordan's Wheel Of Time


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At 21:38 13/03/2001 +0100, you wrote:
>Colen 'Skrillboy' McAlister wrote:
>
> > I know, it's intentional. I don't think a group of henchmen with 2 wounds
> > is legal or desirable - currently the arguments are circulating around the
> > choice of words the rules use. That way it shall stay until someone
> > provides a good one.
>
>It isn't legal, since they cant roll wound on there experiance roll
>so...

It's the whole "If you roll the same number umpteen times you may pick any
advance" thing that causes the problems.

>But I think that I have found somethings that might be wrong;
>
>1. Skaven with skill Tailfighter, how/where can I pick what he has in
>his tail?

Take the skill and a bunch of new items - "Extra Sword", etc. - should appear.

>2. SoS with 2 weapons(Whip and Sigmarit Hammer) with frenzy(madness) has
>a attack of 1/5 and after one attack advance 2/9 according to AB.

:/

Sounds like a bug, I'll get it fixed.


--
'Not Colin' McAlister - License to Skrill
Email: demandred@skrill.org | Visit http://www.skrill.org/ today!
-----------------------------+------------------------------------
"Dovie'andi se tovya sagain" - Robert Jordan's Wheel Of Time


------------------------ Yahoo! Groups Sponsor ---------------------~-~>
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in touch. Classmates.com has over 14 million registered
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---------------------------------------------------------------------_->
 
Colen 'Skrillboy' McAlister wrote:
>
> At 21:38 13/03/2001 +0100, you wrote:
> >Colen 'Skrillboy' McAlister wrote:
> >
> > > I know, it's intentional. I don't think a group of henchmen with 2 wounds
> > > is legal or desirable - currently the arguments are circulating around the
> > > choice of words the rules use. That way it shall stay until someone
> > > provides a good one.
> >
> >It isn't legal, since they cant roll wound on there experiance roll
> >so...
>
> It's the whole "If you roll the same number umpteen times you may pick any
> advance" thing that causes the problems.

Since a henchmen can get 4 advances and there is 5 results.....is there
any henchmen that has max in one or more characteristic? The "you may
pick.." is only for heroes since they should be the only ones that can
max there characteristics...but anyway I must have missed it or I wasn't
on this list then.

> >But I think that I have found somethings that might be wrong;
> >
> >1. Skaven with skill Tailfighter, how/where can I pick what he has in
> >his tail?
>
> Take the skill and a bunch of new items - "Extra Sword", etc. - should appear.

Yes, found it. Was looking in the Unit Options or after a new catagory
like when you take weapons expert.

> >2. SoS with 2 weapons(Whip and Sigmarit Hammer) with frenzy(madness) has
> >a attack of 1/5 and after one attack advance 2/9 according to AB.
>
> :/
>
> Sounds like a bug, I'll get it fixed.

Great.

/Peter

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>> - Ostlanders Skills - there are skills with no description
>
>Which ones?
>
>>And something I already talked about:
>> - it isn't possible to upgrade Toughness, Wounds or Movement of
>>Henchman
>
>I know, it's intentional. I don't think a group of henchmen with 2 wounds
>is legal or desirable - currently the arguments are circulating around the
>choice of words the rules use. That way it shall stay until someone
>provides a good one.
>
>Thanks for the reports :)


First of all I apologise for only today be able to answer you back.

As for the Oastlanders Skills, I apologise for that, the report is that they
have Norscan skills (with no discription) in the middle of them.

As for Henchman advancements, I would like to answer to Peter Andersson with
the following scenario: on your fisrt advancement roll you get +1S, on you
2nd you get +1A, on your 3rd you get +1S and so you must reroll, getting
again +1A, what do you do then? kepp re-rolling until it gets something you
may use?

As for it could be used, why not make it an option (with an * when someone
chooses one) so that anyone who chooses it may know that's an conflicting
option, available but conflicting?

Anyway I really like your tough work on this set!!! I hope I may help you
again in the future.

Manuel "Firepigeon" Pombeiro

Regards


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