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ianward09
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PostSubject: extra hero   Tue 9 Feb 2010 - 8:41

what if one of your henchmen become a hero and you have max hero?
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Plague Docter
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PostSubject: Re: extra hero   Tue 9 Feb 2010 - 8:52

After you get 6 heros you have to either fire a current hero or role again.
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ianward09
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PostSubject: Re: extra hero   Tue 9 Feb 2010 - 9:07

what hero can you have for your extra one
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PostSubject: Re: extra hero   Tue 9 Feb 2010 - 9:27

Any henchman that can gain experience can become a hero by rolling 10-12 on the advancement table. There are a few exceptions like goblins or ungors and it is stated in these unit's special rules. Hope that clarifies it
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PostSubject: Re: extra hero   Tue 9 Feb 2010 - 9:30

Oh right but if you have the max number of Heroes (6) you can't get a new hero unless you get rid of one of your existing Heroes. You can't demote anyone, you would simply lose that hero permanently (though you would retain his equipment) thus freeing up his hero slot for another henchman to advance
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ianward09
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PostSubject: Re: extra hero   Tue 9 Feb 2010 - 9:56

i did skaven do the extra hero become a night runner, black skaven or sorcerer
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PostSubject: Re: extra hero   Tue 9 Feb 2010 - 10:00

You did skaven and didn't start with the full 6 heroes? A promoted henchman stays what it was, so in the case of skaven you would have a clanrat hero with the same rules and equipment list as it had before.

You then pick two of the skill lists available to skaven and your clanrat hero can choose skills from those lists when he gets an advance roll of new skill
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PostSubject: Re: extra hero   Tue 9 Feb 2010 - 12:21

Ianward: Are you reading a different rulebook than me? Every question you have asked is explained clearly right on the Henchman experience table...Just asking.

Henchmen type does not change when he becomes a hero, if you have max heroes you reroll (or fire a current hero if you house rule it), etc.

It's all right there under Lad's Got Talent...
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PostSubject: Re: extra hero   Tue 9 Feb 2010 - 21:28

As others have pointed out, when a henchman is promoted to a hero by rolling "Lad's Got Talent" on the Henchmen advancement table, he does not become any of the other hero types. He remains whatever character type he was (and retains all of that character type's special rules), but now he gets all the benefits of being a Hero instead of a Henchman: he is transferred to a Hero slot on your warband roster, he rolls his injuries and advancements on the Hero tables, he gains XP for the same things that Heroes gain XP for, and he can add 1 die to your roll during the exploration phase if he was not take OoA during the game.

As to whether to allow dismissing someone if you already have 6 heroes, I've seen it argued and debated both ways and as far as I can tell every discussion has been inconclusive so I suggest you and your group just decide and play it however you want to.
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PostSubject: Re: extra hero   Wed 10 Feb 2010 - 7:30

The way I think of it is that you have 6 Hero Slots, most warbands have 5 purhcaseable Hero Options, although there are some that have 4 (like Orcs, Lizardmen) and a couple that have 6 (Skaven). Any of the 6 slots not filled by Purchaseable Heroes they can be filled with Henchmen that have the Lad's Got Talent Upgrade.

In Theory all of your Heroes could be LGT. You'd have to have your leader Die when you have at Least 1 LGT to take over.
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PostSubject: Re: extra hero   Wed 10 Feb 2010 - 13:15

I believe the way it is written, (I don’t have the book in front of me) that if you have an open Hero slot before LGT result is rolled then the Henchman can be promoted the Hero status. If you do not have an open slot, when LGT is rolled, then re-roll the result. It also says that a member can be dismissed at anytime.



A good House Rule for clarification would be that a Hero can be dismissed/fired when a LGT is rolled and the Henchman would take the previous Heroes slot. Of course, others here will call it “Power Gaming” on the Fluff basis of firing a Friend and Colleague is morally wrong and a Friend wouldn’t do that. I call it cutting out the dead weight, and making a stronger team. I called this a “Good House Rule”, because it doesn’t change Game Maechincs.
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PostSubject: Re: extra hero   Fri 12 Feb 2010 - 11:46

I like to think that in many cases warbands don't consider all of their members friends, but rather employees that can be replaced as needed. In some case, they're just expendable rabble (Skaven, Orcs, etc.)
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PostSubject: Re: extra hero   Fri 12 Feb 2010 - 22:22

The way the rules read: "The lad’s got talent. One model in the group
becomes a Hero. If you already have the maximum number of Heroes, roll again."

So if you have six heroes, you are supposed to roll the LGT result again. You could sack a weak 6th hero before rolling your henchman advance rolls, gambling on a LGT result. We have always allowed you the option of sacking a hero when you roll the LGT to make room for him, if you want, but that doesn't seem to be allowable in the rules as written.
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PostSubject: Re: extra hero   Sun 14 Feb 2010 - 3:34

The reason I prefer to house rule this one as Sartori explains, is because I run campaigns. When asked the question, "Can I sack off my lame Hero to allow by talented Henchie to be promoted?", it doesn't usually sound like the player is making a power-play. The published game rules are clear. It's more enjoyable to allow some flexibility here and the house rule permits a little fluidity, whilst (and as Sartori already offered this) being particularly appropriate in terms of the background, when an orc or a rat is being expended!!

Regards,

Stuart.

B-)
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mweaver
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PostSubject: Re: extra hero   Sun 14 Feb 2010 - 8:59

Yes, we adopted that house rule so long ago I had forgotten it was a house rule.
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PostSubject: Re: extra hero   Today at 14:49

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