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Mordheim v3.1 datafiles

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

firepigeon at bigfoot.com

Guest
Just to report some incorrections in the datafiles:
- the extra Academic Skills for wizards (Scribe, Mind Focus, etc and
even Warrior Wizard from the normal Academic list) only appear to a
wizard when Arcane Lore is selected (try it on the Eshin Sorcerer and
you will see what I'm talking about)
- the daggers cost 0 gc (and I'm not talking about the free dagger
here)

And this one is a maybe:
- on henchman groups is possible when you roll you get an advance
that the group already has and per, my group interpretation, of the
rules is possible to re-roll that but on the second roll if you get
another adavnce that was already, it's possible to choose the advance
you want, thus it is possible to choose Toughness or Wounds as a
skill advance for the henchman group, and the current datafile
doesn't allow this

We all appreciate you effort on this, and we all give you our best
wishes and keep up the good work.

Thanks in advance,

Manuel Pombeiro
firepigeon@bigfoot.com




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At 12:00 09/01/2001 +0000, you wrote:
>Just to report some incorrections in the datafiles:
> - the extra Academic Skills for wizards (Scribe, Mind Focus, etc and
>even Warrior Wizard from the normal Academic list) only appear to a
>wizard when Arcane Lore is selected (try it on the Eshin Sorcerer and
>you will see what I'm talking about)

Oops! I forgot whether I was using a capital or a small 'C' in
'Spellcastr'. Fixed in next version, ta for reporting it :)

> - the daggers cost 0 gc (and I'm not talking about the free dagger
>here)

Yep, will also be fixed in the next version.

>And this one is a maybe:
> - on henchman groups is possible when you roll you get an advance
>that the group already has and per, my group interpretation, of the
>rules is possible to re-roll that but on the second roll if you get
>another adavnce that was already, it's possible to choose the advance
>you want, thus it is possible to choose Toughness or Wounds as a
>skill advance for the henchman group, and the current datafile
>doesn't allow this

1. No basis in rules, but nevertheless: Imagine the horror a group of
normal henchmen with 2 wounds would cause. *shudder

2. "If a characteristic is at it's maximum, take the other option or roll
again." I think in this situation, you should roll again; certainly, that's
what I decided (and nobody on the mordheim list had a major problem with
it, at least) when I started writing the files.

>We all appreciate you effort on this, and we all give you our best
>wishes and keep up the good work.

Thanks!


--
'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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--- In armybuilder@egroups.com, Colen 'Skrillboy' McAlister
<demandred@s...> wrote:
> At 12:00 09/01/2001 +0000, you wrote:

<<snip>>

>
> 1. No basis in rules, but nevertheless: Imagine the horror a group
of
> normal henchmen with 2 wounds would cause. *shudder
>
> 2. "If a characteristic is at it's maximum, take the other option
or roll
> again." I think in this situation, you should roll again;
certainly, that's
> what I decided (and nobody on the mordheim list had a major problem
with
> it, at least) when I started writing the files.
>

But there is the rule that says that you cannot re-roll a re-roll, as
such the 2nd part of rule you pointed says that in the case of a
characteristic be at is maximum (for henchman thats +1 in any) you
may choose any other characteristic (only way to get +1 Movement for
Skaven)

Thanks for your time, hope to ear from you soon :-)

Manuel Pombeiro
firepigeon@bigfoot.com

Earth is just a pile of rock with finite resources that are running
out, fast. Just read in the paper: there's a new tornado in Jupiter,
a small one... little bigger than Earth.



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