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Darkfury
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PostSubject: Luck Charms   Thu 14 Oct 2010 - 7:36


So Luck Charms...

1) Do they avoid the first hit if it was an automatic hit, for example Troll Vomit or an autohit spell? How about a model that's knocked down?

2) Do they avoid the first melee or ranged hit, or just melee? I would say both as it just says "the first hit in battle" but I could well be wrong.

3) If you use these in your battles, do you roll a d6 and only get to use it on a 4+? It doesn't mention this in the core rules (at least in my dodgy hybrid version!) but my oppo found some reference to this on Mordheimer.com in an errata. If you do need to roll and fail to get 4+, can you try again next time or has your chance been lost?

Thanks in advance.
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PostSubject: Re: Luck Charms   Thu 14 Oct 2010 - 8:30

You get one chance to roll 4+ against the first hit (from any source). if you pass or fail, you still used that chance.
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PostSubject: Re: Luck Charms   Thu 14 Oct 2010 - 17:11

In the original version, they automatically negated the first hit from any source. In the revised version, as Kurgan says, they avoid the first hit of a game on a 4+, and are used up for that game regardless of whether or not they worked.
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PostSubject: Re: Luck Charms   Fri 15 Oct 2010 - 3:08



Thanks very much. Still handy, but not what I thought I was buying heh.

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PostSubject: Re: Luck Charms   Fri 15 Oct 2010 - 5:41

We accidentally had a transition from the old rules to the new. I misread the revised version when I first skimmed through the rules revision and thought it said that they worked on a 4+ each time you took a hit until they successfully blocked one. So, like the original version, they would always block a hit, just not necessarily the first one (unless of course you went OOA before your charm blocked one). So, for awhile we played a weaker version but not as weak as what the rule actually said. But given they only cost 10 g.c., I think they are balanced about right with the new rules. I still buy them when I have the cash - I just now tend to buy everyone a rabbit's foot before a luck charm, where before it was the other way around.
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PostSubject: Re: Luck Charms   Fri 15 Oct 2010 - 7:35

rabbit's feet are really good, they can really help you out if you don't have access to Academic skills but you want a Wyrdstone hunter like skill. Usually after I max-out my warband, and get my guys armed the way I want them armed then I get them all Rabbit's feet.

I try to give them first to my leader and spell caster. Re-rolling the exploration dice can be a life saver, especially when you are playing BTB.
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PostSubject: Re: Luck Charms   Sun 17 Oct 2010 - 15:50

Tarot cards are well worth a relatively early purchase also. They are expensive at 50 gold, but once you have two of them on models with LD 9 or better they can make a huge difference in your exploration.
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PostSubject: Re: Luck Charms   Mon 18 Oct 2010 - 8:46

Tarot cards and hired swords with the Seeker Ability make getting good exploration roles so much easier.

If you are playing BTB, if you can get them then I would say get them ASAP. They will help you get those multiples on the exploration rolls, which you really need to get to advance in some of the Objectives.
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PostSubject: Re: Luck Charms   Mon 18 Oct 2010 - 8:56

So then, Rabbit's feet can be used in the exploration phase?
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PostSubject: Re: Luck Charms   Mon 18 Oct 2010 - 15:30

Indeed. Heck, for most that I play with they are the *preferred* use for them and will often only be used during battle as a last resort.

Better rolls at the end quickly means more munny and in this game you can buy fun (i.e. more toys and toy soldiers to play with).
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PostSubject: Re: Luck Charms   Mon 18 Oct 2010 - 16:54

Yes, I hoard them for exploration when possible - mainly using them in combat if it looks like the hero is going OOA otherwise (or anyway), since if he does go down for the count he can't be searching anyway.

I am only just now beginning to discover the fun of Tarot decks.
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PostSubject: Re: Luck Charms   Tue 19 Oct 2010 - 3:58

Remember you can use rabbits feet and tarot cards to roll all kinds of things during exploration, not just the initial roll.

"Yay, I find d3 crossbows!"
"How many do you get?"
*roll*
"Poos, only 1. I am re-rolling that"
*roll*
"Yay! 3 this time. I am using the tarot cards to add 1 to that so 4 crossbows for me".

We also play that rabbits feet can be used to see what loot is there if the mission says you roll to see what loot you win, e.g. 5+ heavy armour, 4+ shield, etc.
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PostSubject: Re: Luck Charms   Sun 24 Oct 2010 - 2:02


Thanks a lot fot the replies, I was away for a week in bonnie Scotland!

We have been playing pretty much base Mordheim, we only fairly recently got into it and wanted to get the base rules sorted before we began adding expansions and further rules, but I can see our next campaign being very different and hopefully we can slip in some rabbit's feet and tarot cards!

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