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Earthcrosser599
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PostSubject: Artifacts   Thu 7 May 2009 - 3:15

Hello,

In my most recent game of Mordheim I was playing my Night Goblins and I rolled extremely well on my exploration roll, and ended up with an artifact, the gromil armor with the spell immunity, passwall stuff, and I don't remember what else. As far as I can tell, I can't use the armor, and I couldn't find a price to sell it for.

What can I do with it? The only thing I can think of is to hire a mercenary because if memory serves one of them can be given weapons and armor but they become his to keep. Suffice to say I'm not altogether happy with this result but I don't know what else to do with it.

Thoughts?
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REKONE
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PostSubject: Re: Artifacts   Thu 7 May 2009 - 4:27

I think if it's a unofficial warband is easy to find this kind of bugs or problems.
Maybe the best solution is the mercenary you talked before.

This items are unique, so it's impossible to sell them.
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Chad
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PostSubject: Re: Artifacts   Thu 7 May 2009 - 4:53

I'd let them wear it. But if you're of a different mind you could just hang on to it and use it to buy back a captured hero in the future.
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DeafNala
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PostSubject: Re: Artifacts   Thu 7 May 2009 - 5:13

It WOULD be SUCH a cool mini, if you could use the armor. Of course it would ENRAGE any Dwarven opponent beyond mere HATRED making it cooler still. Suspect
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Chad
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PostSubject: Re: Artifacts   Thu 7 May 2009 - 5:42

LOL, any dwarf within 6" should benifit from frenzy!
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cianty
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PostSubject: Re: Artifacts   Thu 7 May 2009 - 9:22

REKONE wrote:
I think if it's a unofficial warband is easy to find this kind of bugs or problems.

Night Goblins being an unofficial warband has nothing to do with them not being able to wear Gromril Armour (or heavy artefact armour). The same is true for Skaven and this is far from being a bug or problems. That's just rules.

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PitFighterTrainer
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PostSubject: Re: Artifacts   Thu 7 May 2009 - 9:40

I think Da Bank and I came up with a cost for a few of those Artifacts, so that we COULD sell them and use the money instead. That was years ago, so I would not remember what they were.

You do have ANOTHER option... put it up for sale! Let the other campaign people see if they want to buy it from you instead. Yes, your call on the price, but still an option if you want to explore it.
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Earthcrosser599
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PostSubject: Re: Artifacts   Thu 7 May 2009 - 11:18

Do the rules support that?
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Trick3003
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PostSubject: Re: Artifacts   Thu 7 May 2009 - 11:35

No they dont, but an auction could be interesting Very Happy
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PostSubject: Re: Artifacts   Thu 7 May 2009 - 11:37

Very Interesting! It's worth it, in my opinion. You get some funds, they get a cool artifact. Win Win situation.
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Pathfinder Dubstyles
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PostSubject: Re: Artifacts   Thu 7 May 2009 - 14:09

A hired sword may not be given weapons or equipment. The Imperial Assassin may be given weapons but they are his to keep. Neither rule states where armor stands, but i would assume no hired swords may be given armor.

To get around the gromril armor issue (and artifacts) many players allow heroes to use any armor. Another solution is to incorporate any armor into the weapon master skills, both the combat and shooting versions. The second method is my preference. ave a talk with your group and see what you can agree on, if nothing, just auction it off. Better yet make a scenario about the auction!! You know these enemies would be more prone to let an auction descend into a bloody mess than peaceful exchange!



The Auction
This scenario may only be played if a player wishes to sell an expensive item to the highest bidder. The player and anyone intending to bid on the item will meet in the auction house and hopefully things will go according to plan...

Terrain: an indoor auction house in cut-throat den, or a market square. A circle of relatively clear terrain with the occasional table of chair occupies a 24" diameter circle in the center.

Players: each warband wishing to bid on the item may send their leader plus d3 other warriors (the auctioneer gets d3+3), only one of which may be another hero. No animals, large monsters, mounts, vehicles or artillery are allowed. Each player secretly writes down how much gold crowns from their stash they wish to bring to the auction, and who carries the purse. The auctioned item is treated exactly like a shard of wyrdstone for game purposes.

Setup: the selling warband sets up all his auctioneers within 6" the center of the table,and the item being auctioned in the exact center represented by a counter.

The rest of the players, in random order, set up their buyers within 2" or each other, more that 8" away from any of the auctioneers and 6" from other players.

Bidding: The game begins with the auction, during which their are no actual game rounds, no models may move or take any action. If a final bid is declared and no one wishes to outbid it, the game ends and the item and gold are exchanged. If the items fails to sell the game ends with no result. If someone draws weapons, a battle will begin and all bids are off. No players may bid more than they brought to the auction!

The seller states a starting bid at any reasonably low price (20-40 is a good range for nice items, artifacts may start higher). Players raise their hands to bid and may match the bid or state a higher bid. The auctioneer then raises the bid by 5-20gc.

Nerve: After each bid all buyers roll a d6 and add it to their nerve total. A roll of six is ignored and counts as zero, unless a player brought a model that hates any enemy, in which case it adds 6 to the nerve total (players wishing to spoil the auction may want to bring along warriors with grudges)! If the nerve total for a player ever exceeds the combined leadership of the present warriors in his/her warband they draw their weapons out of uneasiness (larger groups can keep their cool longer). Multiple players may draw swords at the same time, and once one warband does all hell breaks loose!

Battle: If the auction turns into a battle by someone losing their nerve and drawing weapons, each player rolls a dice to determine turn order.

Money: After the game, if the auction dissolves into bloodshed, all players reveal their gold and who was carrying the purse , if that warrior was taken out the person who took them out claims all the gold!

Ending: No warband may rout, the winner is the warband that brings the item off the table, which they may keep.

Experience:

+1 surviving (only if weapons are drawn)
+1 keeping your nerve
+1 heroes who take enemies out of action (only if weapons are drawn)
+1 the model that takes the item off the table
Special: Any warband that looses its nerve receives no experience except by causing wounds and bringing the item off the table.

Wow that was all spur of the moment right there... based on the shootout scenario from Necromunda. The nerve thresholds may need altering to make sure their is a reasonable chance for chaos to ensue. Have fun let me know ow the auction goes!! Twisted Evil
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robertrunner
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PostSubject: Re: Artifacts   Thu 7 May 2009 - 14:40

that auction scenario is awesome I am totaling going to use that in a campaign
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Earthcrosser599
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PostSubject: Re: Artifacts   Fri 8 May 2009 - 3:39

Unless you've got a beefy melee-oriented warband I see this ending in tragedy for the auctioneer, but I'll give it a try and let you guys know how it goes.
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robertrunner
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PostSubject: Re: Artifacts   Fri 8 May 2009 - 8:34

You could always have the auctioneer team be an extra warband with nothing to lose. They attack the closest model to them or when two or more options use random chance to decide who they attack. Alternatively you could use this as a way to let someone outside your campaign play to see if they like the game. Of course you do need to warn them they will get slaughtered so it may not be as much fun as if they had their own warband to run.
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