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 All alone or "scary" spell effect- fleeing of board

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catachanfrog
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PostSubject: All alone or "scary" spell effect- fleeing of board   Tue 8 May 2012 - 11:14

So:
Quote :
At the start of each of his turns, the warrior must
take another Leadership test. If he passes, he
stops but can do nothing else during his own
turn except cast spells. If he fails or is charged, he
runs 2D6" towards the nearest table edge,
avoiding any enemy models. If he reaches the
table edge before he has managed to recover his
nerves, he is removed from combat.
But what then?
Does above mentioned coward:
1) Roll for injuries
2) Roll for exploration (It doesn't sound fair to me that after escaping combat (and board) someone's able to roll for wyrdstone like nothing happened)
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5pointer
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Tue 8 May 2012 - 11:32

It says the cowardly warrior is removed from combat, not out of action, so therefore I would suggest he doesn't roll for injuries but does roll for exploration.

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Spectre76
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Tue 8 May 2012 - 14:58

I would argue no for both. He does not need to roll for injuries, but does not roll for exploration either. That's the way we have it in our group.
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Tue 8 May 2012 - 15:37

Doesn't it say for exploration about 'surviving a battle'? Clearly surviving the battle is all the cowardly chap did, so he'd better make himself useful and get exploring after his brown trouser escapades on the field of battle.

I can understand why you might want to house rule it for flavour reasons, but it's pretty unambiguous - he is removed from combat, at no point does it suggest he is out of action or a casualty so therefore he 'survives the battle'.

That said, make whatever changes you like and make sense to you and your group, whatever works for you is all that is important!
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Wed 9 May 2012 - 0:16

It doesn't say surviving but
Quote :
Roll a D6 for each Hero in your warband who survives
without going out of action.

And i think a hero who runs away fits this rule.
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Wed 9 May 2012 - 1:39

Thanks for the rules extract Saranor, I was working from memory and I'm pleased to say the grey matter is holding up OK!!
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Wed 9 May 2012 - 3:15

I would have said no to both but Saranor convinced me that you don't roll for injury but do role for exploration. I guess that the warrior would gain experience too because it didn't die.
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WarbossKurgan
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Wed 9 May 2012 - 3:54

"He who fights and runs away, lives to fight another day."
(Or as Jack Sparrow said "He who fights and runs away lives to run away another day"!) pirat Laughing

I agree - no to injuries, yes to exploration and yes to experience point(s).
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catachanfrog
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Wed 9 May 2012 - 15:35

or...
If you will not serve in combat, then you will serve on the firing line.
damn cowards...
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Thu 10 May 2012 - 10:15

Too bad there are no Commissar rules in Mordheim... tongue
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catachanfrog
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Thu 10 May 2012 - 13:46

(ex) Imperial sergeant (human mercenaries warbands only)
30 hire fee/ 15 (20) upkeep
M:4 WS:4 BS:3 S:3 T:4 W:1 I: 3 A:1 LD:7
(t4 - cause he's a tough bastard)
starting experience - no idea
Equipment: light armour, helmet, sword, dagger, shield (pistol?)
Rules:
Terrible scars (fear)??(or not)
Discipine master:
Sergeant bellows threats, encouragaments and curses to make everyone fight harder
Any model within 12" of drill sergeant (except warband leader and any kind of animals) may reroll their all alone and rally tests. If fleeing model finds himself within 6" of sergeant, he rallies automatically. Doesn't apply when drill sergeant himself is fleeing.
Skills: combat, strenght
Spcial skill:
Fight harder you %@#$%# maggot!
In shooting phase sergant may order (in a very unpleasan and intimidating way) one model within 6" to fight harder (excluding all animals, warband leader and sergeant himself). Warrior may reroll all hth attacks in his combat phase or?/?and treats all stunned results as knocked down in his and enemy's next combat phase.

Not a comissar but well... Razz (for fun only)
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Spectre76
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Thu 10 May 2012 - 16:55

Now to just model him like R. Lee Ermey. Sir, yes sir!
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PostSubject: Re: All alone or "scary" spell effect- fleeing of board   Today at 1:27

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