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Pathfinder Dubstyles
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PostSubject: Questions about Skryre   Tue 22 Jun 2010 - 19:25

I found this amazing/random/fun/flavorful/inspiring/fully conceived Clan Skyre Skaven warband on the Accursed Knowledge website. I intend on using it over the summer in my group's next campaign, so i wanted to clear up some lingering questions before they crop up in a game and ruin my day!

I find the Karak Azgal version (and most of the other warbands from that first draft setting) rather bland, so the presentation of this list immediately appealed to me. The potentially devastating (for both teams!) weapons and excellent use of skavenslaves really looks like a good time. Has anyone else ever used this warband before? If so what are you thoughts?

http://www.accursedknowledge.0catch.com/files/mordheim/Clan%20Skryre.pdf

Firuz the Accursed appears to be the author, so i sent him an email with the following questions and comments. I might as well get some feedback from you guys and gals as well! Also if anyone knows the author could you please encourage him/her to check their yahoo account please!!

  1. Can specialists be armed differently in the same group? Otherwise i am forced to use 6 henchmen spaces which is a pain!

  2. There is no note of specialists being able to use warpstone shards in the rules due to the fact it is equipment which henchmen can't have. Obviously they are allowed to use this particular item of equipment but it needs to be explicitly spelled out in the rules to avoid rules lawyers from denying skaven players their use!

  3. Would you recommend updating the rules for the whip to be similar to the new steel whip rules. My thoughts are that it should act and cost (8gc after errata, and with the whipcrack rules) exactly like a cat-o-nine-tails.

  4. If a specialist becomes a hero he still counts towards the 0-6 limit. Essentially this undesirable occurrence prevents one from using the maximum number or skyre weapons! Was this intentional? My suggestion would be to change his warrior type to verminkin.

  5. Should the updated pavise rules in the 2002 Annual be used, or is the "Skaven Pavise" a unique type of armor and the rules should be left as is. For reference the updated rules are: bearer counts as in cover (no word on if this stacks with normal cover), may be used as a shield in combat only if the model was charged from the front. Also there is no mention of the half movement penalty in the warband. Essentially the annual made the pavise worthless since finding cover is not hard...so that advantage is lost, and it does not even offer a save from shooting, as well as limiting saves from charges!

  6. Warpstone pumps give a 5+ save, so it is in the skaven player's advantage to place this support model in front of the weapon holder. Surely this is a beardy tactic and should be frowned upon due to the fact that the team models depict the pump bearer at the rear! I see no way of avoiding this circumstance unless the skaven player plays in the spirit of the game.

  7. If using the black powder misfire rules, how does the jezzail's reliable rule interact with this when i roll a 1 to hit? Do i ignore the misfire and use reliable instead? Do both happen? Also, in the jezzail's cost reduced by 20% (136gc).

  8. How does the "whoops" result on the instability chart effect the rattling run? The gun rules say stop firing and consult the table, so would the randomized hits effect the remaining shots?

  9. Same as above for the warpfire thrower. The teams fires in the direction of a random model but may hit anyone in the path as normal, correct?

  10. Are you concerned about the possibility of 5 heroes with warp blades, magical aptitude, mind focus, upgraded warp-energy condencsors, and supercharged chain-lightning modulators chowing down on warpstone and casting two strength 4 chain lightnings each on a 5+ difficulty with a re-roll on one dice and a rabbits foot to save against the failed toughness test? This ridiculous power combo would cost over 1000 gold crowns and tons of difficult rarity rolls. It is the only obvious exploits i can see, no matter how unlikely it is to happen.
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PostSubject: Re: Questions about Skryre   Fri 25 Jun 2010 - 9:05

Hi PD,

No one has commented which is strange. I don't have much to say but I'll comment just to try to get a discussion going.

1. Arming henchmen differently in the same group requires extra care to ensure that the correct miniature on the table has the correct weapons. Of course WYSIWYG helps here. Henchmen groups are really just a way of making the management of henchmen easier therefore if your gaming group is OK having henchmen in the same group armed with different weapons then I cannot see anything against it besides the risk already mentioned.

2. I agree that Specialists need warpstone tokens so hopefully there would be no rules lawyers out there who would debate otherwise when it is so obvious.

3. No. I believe that the whip is different to a steel whip. Why this was done I do not know but I don't see any need to change it.

4. Yes. A promoted Specialist would be dodgy because it leaves less henchmen Specialists.

5. I do not know what the original pavise rules were (assuming by your comments that they were different to the current official rules). Therefore I cannot comment on this.

6. I agree. I would change the rules to let the warrior with the warpstone pump be anywhere BUT the at the front of the weapon being supported. This is just to provide some flexibility over having to be at the back. Others may disagree here though.

7. I don't know. I can see pros and cons to either approach. It would not be both though. For Gunnery School of Nuln I house ruled that the optional misfire rules overrode the 'unreliable' weapon rules but that was because the 'unrealiable' weapon rules were relatively harmless. The jezzail's 'reliable' rule is rather lethal though.

8. I'm not sure what you mean because I cannot see any ambiguity.

9. OK. I guess I might see what you mean. I would play it that a random target is chosen and shot at unless it was completely obvious that the shots would hit a warrior in between the weapon and the target. If a debate between players was caused by this though then I'd just let the shots hit the original target bypassing the warrior in between.

10. Not concerned. :-) If it happens then BRING IT ON!!! Very Happy

Any other thoughts out there??
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PostSubject: Re: Questions about Skryre   Fri 25 Jun 2010 - 10:34

I don't think it particularly strange as its an obscure warband with little exposure. If people failed to respond to a Wood Elf or Daemon warband thread I would find that strange. Smile

1--Can specialists be armed differently in the same group? By the Mordheim rules, no. I'm kind of confused by the question really. (Also a bit appalled by your answer RL. What is the point of henchmen groups if they are not all armed the same?)

2--Oh, our rules lawyers would be on that one in a heartbeat! Well at least after a couple of games...

3--Yes. Limiting the number of similar yet different weapons with the same name is a lofty goal. We already have the Cat, the Beast Lash and the Steel Whip (but no 'vanilla' whip.)

4--NC

5--Not well done. Both the warband rules and the 2002 rules sound awful. Another item we don't bother with. Is just using the old Warhammer rule forbidden?

6--This rule is just wrong. The pump is actually a liability as its more likely to explode if damaged (by being used as cover).

7--There should be a warband special rule that says that the weapons use their own misfire chart similar to the multiple charts in Warhammer.

8&9--Again bad rule. Shoots in a random direction would be simpler.

10--I think 2 of those boys would be annoying enough.

I do like the idea of this warband better than the RotC version, but it still needs a lot of work.
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PostSubject: Re: Questions about Skryre   Fri 25 Jun 2010 - 10:57

First sorry for bad english Smile
I've tried this warband in 3 game only one won.
For what i see it is a nice warband not overpowered and fun to play (many strange weapons deadly for enemies and for friends)
At the moment i've one jezzail and the warp blades, next i'll try to find a warpfire and a warpstone pump...but are very expensive...

1. In our group if u want u can have hencment group of one model.

2. Allowed in our group, because it is obvious for feed the warpfire and the ratling, to have more chanches to roll 1 Razz

3. We use the rule of whip as stated in Clan Skyre Warband

4. Bad things when happen, but we play in that way

5. We use the rule of pavise as stated in Clan Skyre Warband

6. Warpstone Pump need to stay behind the model with the weapon, no beardy player (i think that playing this warband is for fun, not for winning all matches, in fact for me this warband is weaker than eshin skaven).

7. We use the reliable rules (less chance to vanish 170(+|10-30|)gc) but we don't use the -20%discount on black powder rules but we use the misfire chart for a double roll 1. Example: roll to hit-->1 so we roll a second dice, if we roll another 1 we roll on misfire chart, if 2-6 on second roll only missed.

8. I agree RationalLemming

9. In that case we use the artillery dice, to determine the direction to a nearby model and all that is in the path of the stream of warpfire is hitten, friend or foe, before or behind the model chosen.

10. Nice combo but for me very difficult to achieve, this warband early suffer the rarity of his nice weapons, which tends to autodestruct and so need to rebuy.

bye
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PostSubject: Re: Questions about Skryre   Sat 26 Jun 2010 - 4:29

Von Kurst wrote:
I don't think it particularly strange as its an obscure warband with little exposure. If people failed to respond to a Wood Elf or Daemon warband thread I would find that strange. Smile

1--Can specialists be armed differently in the same group? By the Mordheim rules, no. I'm kind of confused by the question really. (Also a bit appalled by your answer RL. What is the point of henchmen groups if they are not all armed the same?)
Yes it is an obscure warband. Smile

What is the point of henchmen groups if they are not all armed the same? I personally would always arm henchmen the same when they are in groups and I wouldn't care if I had three pages for my warband where two of those were for henchmen (although this does limit the use of tools like the editable PDF roster). However, PD said he didn't like this idea for this warband simply because he would have a LOT of henchmen groups.Therefore I told him the truth that at first thought at least I wouldn't care in my gaming group if henchmen were put into the same group but with different weapons AS LONG as no ambiguity was caused by this. I do acknowledge that most people would disagree with me and I very well could recant on that position if my gaming group ever gave it a try and found it more effort than having a second henchmen sheet.

@PD... maybe this warband is due some loving attention similar to the Night Goblins warband that you fixed up.
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PostSubject: Re: Questions about Skryre   Sat 26 Jun 2010 - 7:00

Good points Rational L. Perhaps if they had a Weapon Team special rule? 2 models each armed with the 2 parts of the Specialist Weapon but carrying the same personal weapons.

lockthor@Thank you for the review of the warband.

Pathfinder D: Did you get a reply from Firuz?

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PostSubject: Re: Questions about Skryre   Mon 28 Jun 2010 - 7:58

Thanks for getting the ball rolling on discussion RL.

No i have not heard a response from Firuz yet VK.

The specialist weapons thing was only a concern of mine because i like to keep my warbands one page, front-and-back. Having them in separate groups would be better for trying to get that BS increase...

I would like to go back and finish the Night Goblins someday, but I think this list needs a lot less work, just a few clarifications and house rules, not a full rewrite.

Here is how I have decided to answer these questions, if my group decides to change anything, i'll let you guys know.


  1. Specialist may be armed differently in the same henchmen group.

  2. It is obvious that warpstone shards are an exception to the hero only rule!
  3. whip will be used like a cat-o-nine tails (STR. as user, no parry, +1 enemy save, whipcrack, 8 gold, common for clan skryr)
  4. If a specialist becomes a hero he
    still counts towards the 0-6 limit. Tough luck!
  5. Will use the updated rules to keep the list more current.

  6. While no rule can enforce good sportsmanship, the explode rule will sometimes prevent people from doing this (when facing fire arrows or guns). I will try not to place the pump in front if at all possible.
  7. No discount, reliable replaces misfire.
  8. I'm still unsure about this question. Lets say i inject 2 shards. I roll 2D3 and get 5, a total of 6 shots. If i misfire on a 4th shot, it has already missed, so by the rules as written i believe i would roll to hit with the remaining 2 shots on the random target. What happens if i again misfire? My interpretation: I think that the misfired shot should automatically hit the randomized target, similar to the 6th result on the blackpowder misfire table. Remaining shots would be at that same unfortunate target unless a further misfire is rolled.
  9. Scatter dice the direction.
  10. I can't wait for this to happen!
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PostSubject: Re: Questions about Skryre   Mon 28 Jun 2010 - 10:27

Pathfinder Dubstyles wrote:
I'm still unsure about this question. Lets say i inject 2 shards. I roll 2D3 and get 5, a total of 6 shots. If i misfire on a 4th shot, it has already missed, so by the rules as written i believe i would roll to hit with the remaining 2 shots on the random target. What happens if i again misfire? My interpretation: I think that the misfired shot should automatically hit the randomized target, similar to the 6th result on the blackpowder misfire table. Remaining shots would be at that same unfortunate target unless a further misfire is rolled.

8. for me if i misfire on 4th shot i stop firing (5th and 6th shot lost) and i roll on misfire chart
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PostSubject: Re: Questions about Skryre   Mon 28 Jun 2010 - 14:02

Lockthor: That is what would happen up until you roll a 4 on the instability chart which says all shots are at one random model in 12".

To me, this means all remaining shots, even though the weapon rules state not to roll for any more hits.

If this is the case, what happens with the shot that misfired? Thinking through this more I changed my stance, the misfire misses because a one was rolled in the first place (very rare for a 1+ to hit roll).

Now that creates a second question, can more misfires happen as you unload the rest of the shots at this unlucky random model? I say yes because it it more fun!
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PostSubject: Re: Questions about Skryre   Mon 28 Jun 2010 - 22:53

I think that "more fun" should always be used as a factor in making the rules. Very Happy
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PostSubject: Re: Questions about Skryre   Thu 8 Jul 2010 - 18:04

Firuz responded to my email:


  1. Can specialists be armed differently in the same group? Otherwise i am forced to use 6 henchmen spaces which is a pain!
    Firuz wrote:
    Yes, it wouldn't make sense to enforce that sort of restriction.

  2. There is no note of specialists being able to use warpstone shards in the rules due to the fact it is equipment which henchmen can't have. Obviously they are allowed to use this particular item of equipment but it needs to be explicitly spelled out in the rules to avoid rules lawyers from denying skaven players their use!
    Firuz wrote:
    You're right. This was created about 5 years ago though, and I'm not sure where the original files are so may have to root around for it to make the change.

  3. Would you recommend updating the rules for the whip to be similar to the new steel whip rules. My thoughts are that it should act and cost (8gc after errata, and with the whipcrack rules) exactly like a cat-o-nine-tails.
    Firuz wrote:
    Yep.

  4. If a specialist becomes a hero he still counts towards the 0-6 limit. Essentially this undesirable occurrence prevents one from using the maximum number or skyre weapons! Was this intentional? My suggestion would be to change his warrior type to verminkin.
    Firuz wrote:
    My interpretation would be that he becomes a Hero-Specialist, not a Specialist. You're right that this should be clarified in their special rules though.

  5. Should the updated pavise rules in the 2002 Annual be used, or is the "Skaven Pavise" a unique type of armor and the rules should be left as is. For reference the updated rules are: bearer counts as in cover (no word on if this stacks with normal cover), may be used as a shield in combat only if the model was charged from the front. Also there is no mention of the half movement penalty in the warband. Essentially the annual made the pavis worthless since finding cover is not hard...so that advantage is lost, and it does not even offer a save from shooting, as well as limiting saves from charges!
    Firuz wrote:
    The Skaven Pavise is a different weapon, so I'd recommend using the rules as they are in the Clan Skryre list.

  6. Warpstone pumps give a 5+ save, so it is in the skaven player's advantage to place this support model in front of the weapon holder. Surely this is a beardy tactic and should be frowned upon due to the fact that the team models depict the pump bearer at the rear! I see no way of avoiding this circumstance unless the skaven player plays in the spirit of the game.
    Firuz wrote:
    Hmmm. If the model with the Warpfire Thrower fires he could hit the pump carrier as it shoots in a lines 1" thick. However, when the rules are updated, we'll note that the pump carrier has to be behind.

  7. If using the black powder misfire rules, how does the jezzail's reliable rule interact with this when i roll a 1 to hit? Do i ignore the misfire and use reliable instead? Do both happen? Also, in the jezzail's cost reduced by 20% (136gc).
    Firuz wrote:
    The Jezzail's reliable rule makes it not really count as a black powder weapon with regard to misfires, so use the Reliable rule instead. It therefore is not reduced by 20%.

  8. How does the "whoops" result on the instability chart effect the rattling run? The gun rules say stop firing and consult the table, so would the randomized hits effect the remaining shots?
    Firuz wrote:
    Yep, the remaining shots are randomized.

  9. Same as above for the warpfire thrower. The teams fires in the direction of a random model but may hit anyone in the path as normal, correct?
    Firuz wrote:
    Yep.

  10. Are you concerned about the possibility of 5 heroes with warp blades, magical aptitude, mind focus, upgraded warp-energy condencsors, and supercharged chain-lightning modulators chowing down on warpstone and casting two strength 4 chain lightnings each on a 5+ difficulty with a re-roll on one dice and a rabbits foot to save against the failed toughness test? This ridiculous power combo would cost over 1000 gold crowns and tons of difficult rarity rolls. It is the only obvious exploits i can see, no matter how unlikely it is to happen.
    Firuz wrote:
    I've never seen it, but I'd be interested to. The randomness of Chain Lightning would hopefully balance it out. If a warband like this can trounce another 3 warbands with the players of each warband swapped around, then I'd believe there'd be concern, until then I'd say no.
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PostSubject: Re: Questions about Skryre   Thu 8 Jul 2010 - 19:59

Awesome skyre list. Gonna have to use it sometime now. I'm surprised this list hasn't got more attention because it is really well written, enough new stuff to be interesting without getting into overpowered territory. Infact this list seems ever so slightly underpowered if anything, just because the level of randomness that can occur to big weapons exploding and stuff.

Also i can just use models from my WHFB skaven Smile
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PostSubject: Re: Questions about Skryre   Mon 12 Jul 2010 - 18:39

Hey, just a few notes about this.

Number one is that Pathfinder Dubstyles gets where the list was coming from and his interpretations were pretty spot-on.

Clan Skryre was always my favourite warhammer army which was the reason behind creating it. It was an exercise in trying to combine the ruleset of the warhammer army list with the small scale of Mordheim. The special weapons were particularly tricky (which is why we found them a bit too difficult to include in the Relics of the Crusades Clan Skryre list). Funnily enough, Relics made it to the old Fanatic site, whereas this didn't. The only problem with that is that Clan Skryre didn't have all their fun stuff back in the days of the Araby Crusades, so the Crusades era Clan Skryre don't seem like a very popular option.

...But, as everyone house rules everything, I think this thread is pretty much the official (and only?) errata on Skryre and I don't mind if our rules are used as a base for something more refined.

I've put up an updated pdf here: http://www.mediafire.com/?nu1mwomdzyz
It addresses all the concerns (I hope), though I think Von Kurst made a valid point about henchmen groups needing to be equipped similarly. I imagine the idea behind that is that each warrior is performing the same action so that is why they would gain the same experience perks. Our gaming group often had 1 man henchmen groups (which I'm sure is fine rules-wise), but a houserule may be appropriate if that causes too many issues.

I've also uploaded the Word file used to create it ( http://www.mediafire.com/?gztycymmuym ), so even though it may not be as easy to customise as an Indesign file, it may come in handy if anyone wanted to use it as a base for their own custom warband.
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PostSubject: Re: Questions about Skryre   Tue 13 Jul 2010 - 12:12

Gadgets are one of the most fascinating things about Skaven!

Quote :
The only problem with that is that Clan Skryre didn't have all their fun stuff back in the days of the Araby Crusades, so the Crusades era Clan
Skryre don't seem like a very popular option.

I wouldn't see the lack of scientific advance during the Crusades era as a drawback Herr Firuz. The less equipment-focused you can make starting warband selections, the more they can be customised at a later stage. ie, during campaign play.

For me, one of the best opportunities in playing Skaven (which I don't, but out of grudging respect I'd comment) would be the means to develop strong themes. Clan Skyre and Moulder have less representation in Mordheim. Surprising when you consider the benefits of 'acquisition' in the various Mordheim supplements.

It's actually pretty cool to run a campaign with multiple Skaven band if each player if happy to roll with a different clan. I've done this - sadly, only with Pestilens and Eshin. The competition aspect really comes out as each player wants to be top-rodent!.

Encouraging the trading (or stealing!) of equipment between different Skaven outfits is the next stage of evolution if you ask. This would not be so straight forward, as aside from dealing through a Merchants Caravan or playing 'The Heist' scenario in BTB, the (currently available) rules don't encourage trade anywhere near enough... The Arabyan/Cathayan Merchant cannot be hired by Skaven. Anyone who has read the recent novel Grey Seer would appreciate you'd need to hire a Tradesrat!

Regards,

Werekin (in 'Were-rat' stage costume).
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PostSubject: Re: Questions about Skryre   Tue 13 Jul 2010 - 17:01

Welcome to the forum's Firuz, it's great to see a creator not only taking ownership of his older work, but also making the resources available for anyone to use it for their own means.

I always respect Warekin's input on home-brewed rules. I think they idea of standardizing the 5 major clan warbands (Mors being the often over looked warrior clan) in a supplement that explores skaven society, cooperation, trade and backstabbing, would be a fascinating project to work on. Perhaps this is something we can explore at a later date!

I was hesitant to use the ratting gun in the Mordheim setting, but i can find no hard evidence it was not in existence. Several sources state it is a relatively new invention. How new is a mystery when the Warhammer world has (seemingly to me) existed at the same overall technological level for thousands of years, with only the Humans having a recent boom of achievement.

On the other hand, I think removing the most inexpensive "super weapon" may limit warband creation too much. Upon starting, the other specialist weapons are prohibitively expensive when considering the risks involved in putting them in the hands of henchmen who are prone to dieing.

I believe that keeping the warband's options open wins out over the unclear status of the ratling gun's existence in the time of Mordheim. It is weaker than it's Warhammer equivalent, so the assumption can be made that it is a prototype.

Ah and I actually am assembling the models to get this warband on the table so
all this theory talk will be put the test in a month or so!

Check out my work here.


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PostSubject: Re: Questions about Skryre   Tue 13 Jul 2010 - 17:15

And I get to be the guinea pig.
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PostSubject: Re: Questions about Skryre   Tue 13 Jul 2010 - 21:06

That's nice work Pathfinder!

Were-kin's comments kindled some old memories about Escape from Skavenblight, an idea I had of merging Hero/Warhammer Quest with Mordheim. Each player starts with 1 character representing an escaped slave (skaven or otherwise). Each time the players reached an escape tunnel/stairway out of their present 'floor' of Skavenblight it was randomised whether they ended up in a level controlled by one of the warlord clans or Skryre, Moulder, Pestilense, Eshin. Once they passed through any of the big four clans, the slaves had a chance of ending up in the Marshes of Madness and on to freedom.

Because each of the player characters would be on the same side until their ordeal was over (unless they decided to kill off the Orc that continued to thump at them due to Animosity) their enemies wouldn't be controlled by a player and so they'd use a similar system to the old D&D miniature rules (like if the enemy model was Savage they'd just attack the closest miniature, but if they were designated as Intelligent they'd attack the character that could deal them the most damage).

I was also thinking it could act as a prequel to a Mordheim campaign, with each surviving Slave becoming a leader of his warband along with his scars, equipment and experience from his times in the skaven dungeons...
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PostSubject: Re: Questions about Skryre   Wed 14 Jul 2010 - 6:41

You're always the guinea pig figgy!

It occurred to me that because the Skaven Pavise has no downside like the original on from TC7 (half speed movement), it would be wise to equip every specialist with one, especially the ones with the weapons.

I will not be doing this in a effort to play the warband as intended, and not power game it. I'll play the skaven and human pavise both as 2+ save vs shooting for the model and one model behind it, too bulky for CC use, and half movement for the bearer. The question is now, who else can use it, it's on no other warband's starting equipment list...

The campaign prequel thing is a great idea. Figgy and i considered something similar as a way to make leaders more unique. It was a lifepath chart with 4-6 mini games contained within. This chart would be race specific and chronicle the leader's life just before heading to Mordheim.

We abandoned it because making unique lifepaths for each race and including all social factors, career paths ect.. was an overwhelming task. Also it became apparent that leaving a leader's background up to a roll of the dice would inhibit players from writing their own story.
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PostSubject: Re: Questions about Skryre   Thu 15 Jul 2010 - 16:09

Quote :
Were-kin's comments kindled some old memories about Escape from
Skavenblight, an idea I had of merging Hero/Warhammer Quest with
Mordheim.

Everybody really needs to go underground with the game. Christian conjured his brilliant 'Horrors' scenario on our last campaign and your Under-empire hook is a fascinating route to follow Firuz.

Quote :
Each player starts with 1 character representing an escaped
slave (skaven or otherwise). Each time the players reached an escape
tunnel/stairway out of their present 'floor' of Skavenblight it was
randomised whether they ended up in a level controlled by one of the
warlord clans or Skryre, Moulder, Pestilense, Eshin. Once they passed
through any of the big four clans, the slaves had a chance of ending up
in the Marshes of Madness and on to freedom.

Running a prelude to a campaign is a fair one although I really think the power of this type of excursion comes by amalgamating it within the main campaign stretch. Giving players the option to have some choice in where they take their adventures.

If you wanna bounce some ideas then please do PM me on the matter accursed sir.

Regards,

Werekin.
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PostSubject: Re: Questions about Skryre   Sun 18 Jul 2010 - 6:37

The following is an excerpt from Elfslayer, a Gotrek & Felix adventure by Nathan Long.
Quote :

THE HOSPITALITY OF Clan Skryre Warleader Riskin Tatter-Ear, commander of the skaven burrows under the fish-stinking manwarren the humans called Marienburg, amounted to a single damp room at the far end of an unused tunnel, barely large enough to house Thanquol, let alone all his retinue and Boneripper, and for which the impertinent young pup expected to be paid a fortune in warp tokens! The gross disrespect of it astounded Thanquol. Did he not know who he was? In the old days a mere warleader would have bowed and licked his hind paws in his eagerness to serve a grey seer of his renown.

The cold welcome had done nothing to improve Thanquol’s mood, already befouled by the slow, miserable journey that had brought him here. In his day the palanquin-bearers had been speedy and subservient. They had known their place and how to get one to one’s destination without colliding with every skaven coming the other way. Now it seemed more than they could do to all move in the same direction at once. It was therefore with little patience that he listened to his overpaid, under-successful assassin make yet more excuses.

‘My abject apologies, oh most forgiving of skaven,’ said Shadowfang from the floor where he knelt before him. ‘But though our sleep-smoke missed them at the drinking place, all is not lost.’

‘No?’ said Thanquol. ‘Have you managed to poison yourself in the process, then?’

Issfet tittered fawningly at that, and Thanquol nodded approvingly. He liked his servants servile and obsequious. ‘No, grey seer,’ said Shadowfang. ‘But we have sneak-followed the pair to a ship, and have tortured one of the sailors to reveal its destination.’

‘And…?’

The assassin squirmed uncomfortably. ‘They have no destination, sagacious one. They hunt-seek something in the stinkswamp, but know not where it is.’

Thanquol turned this information over in his head. It was unfortunate that Shadowfang had once again been unable to capture his two nemeses, but it would not be the most terrible of plans to follow them into the Wasteland where there would be no one to interfere or come to their rescue. Yes, perhaps it was for the best. Now he only needed some way of following them there.

He turned to Issfet. ‘What manners of conveyance does this fool Riskin have at his disposal?’ he asked. ‘Quick-quick.’

The tailless skaven bowed and once again nearly lost his balance. ‘I shall enquire, oh most effluent of masters.’
This passage, posted in a download from the Black Library web site, means I am rather intrigued by the machinations of Clan Skyre. Wink

Regards,

Werekin.
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