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 A few rules questions about Fimirs and other things

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Alex
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PostSubject: A few rules questions about Fimirs and other things   Sat 15 Mar 2014 - 11:29

Hi everyone,

I just finished a game of Mordheim, the first in a half a year :)I played a Fimir raiding host against an Undead warband, resulting in a narrow defeat.

A few questions came up during the game.

First of is the Necromancy spell Spell of Doom. If a target fails his strength test and has two wounds, does he lose them both?

Second questions is regarding the Fimir warbands Mystic Mist spell. So I guess it is a question for Werekin(?). Can the Draich not use any other spells the same turn as she keeps up the mist? This seems a bit harsh. And Werekin, where can I find Rituals of Dhar and other stuff to run a campaign in Marienburg? Smile

One more magic question and I promise that is all about spellcraft. Can a wizard cast spells (Lure of Chaos & Spell of Doom for example) on targets in close combat?

The last question is a bit odd, but how much can you measure in advance of making your moves? Example; a Necromancer wanted to measure if he could move up to 8", then target a Shearl with Spell of Doom (range 12") and still not be in charge range from the Shearl (charge 10"). Would this be okay? We played that the Necromancer could measure his movement but not the spell until he had finalized his movement.

Thank you for any and all help.
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Aipha
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PostSubject: Re: A few rules questions about Fimirs and other things   Sat 15 Mar 2014 - 13:53

Alex wrote:
First of is the Necromancy spell Spell of Doom. If a target fails his strength test and has two wounds, does he lose them both?

He will not lose any wounds, but an injury roll must be rolled and there's a chance to take the 2 Wound target OOA directly without having him lose any Wounds.

Alex wrote:
One more magic question and I promise that is all about spellcraft. Can a wizard cast spells (Lure of Chaos & Spell of Doom for example) on targets in close combat?

Yes, the only spell I can think of, which cannot be cast in close combat, is Silver Arrows of Arha. Unless it says so in the spell description, all can be cast into and out of close combat.

Alex wrote:
The last question is a bit odd, but how much can you measure in advance of making your moves? Example; a Necromancer wanted to measure if he could move up to 8", then target a Shearl with Spell of Doom (range 12") and still not be in charge range from the Shearl (charge 10"). Would this be okay? We played that the Necromancer could measure his movement but not the spell until he had finalized his movement.

Not in my book. You may measure your move in the movement phase, that's it. In the shooting phase you can measure whether your spell can hit. In the opponent's movement phase you'll find out whether he can reach you.
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werekin
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PostSubject: Re: A few rules questions about Fimirs and other things   Sun 16 Mar 2014 - 3:53

Waving of tape measures is never allowed unless moving models after charges have been declared. Spell ranges are measured after the spell casting has been declared. Same goes for shooting. If you shoot at something then if it's found to be out of range, you miss... So then your other models ought to try shooting at something at closer range.

Mystic Mist is not maintained by the Draich. The spell is effective due the blood-soaked talismans worn by the warband. These bronze talismans are worn by the warriors in your warband meaning the mist works like a bound spell item in Warhammer.

A dispel scroll can be used to cancel the mist like a normal spell. The Draich is free to cast spells of his own choosing because the warband's bronze talismans work towards maintaining the screen of magic mist.

Rituals of Dhar were published in the Dark Elf warband from the Lustria campaign. Easy enough to find on the internet.

Regards,

Werekin
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RationalLemming
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PostSubject: Re: A few rules questions about Fimirs and other things   Sun 16 Mar 2014 - 4:10

werekin wrote:
Rituals of Dhar were published in the Dark Elf warband from the Lustria campaign. Easy enough to find on the internet.
Thanks for the clarification. The TC 12 release of the Dark Elf warband simply calls their spell list "Dark Elf Magic". The Druchii warband from Druchii.net has the same spell list but calls it "Dark Magic".

Quote :
Dark Elf Magic
The Dark Elves are as accomplished practitioners of magic as their arch enemies the High Elves but whereas the High Elves essentially use magic defensively and for the power of good, the Dark Elves utilise the evil powers of Dark Magic a very destructive force indeed.
The spells are "Doombolt", "Word of Pain", "Soul Stealer", "Flamesword", "Deathspasm" and "Witch Flight".
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werekin
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PostSubject: Re: A few rules questions about Fimirs and other things   Sun 16 Mar 2014 - 7:22

When I share a copy of the 'Infamous Haunts' player aid there will be clearer reference to wizards using Dark Magic spells. There's a tome of daemon lore available at the Bazaar of Books*, in Marienburg's underworld.

*As mentioned in the Gotrek & Felix novel Daemonslayer by Bill King.
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Alex
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PostSubject: Re: A few rules questions about Fimirs and other things   Sun 16 Mar 2014 - 10:33

Thanks for the clarifications guys! It's much appreciated. I actually have the Town Cryer with dark elves but I hadn't realised they were the same as Rituals of Dhar.

I can't wait for the 'Infamous Haunts' to become available Smile
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PostSubject: Re: A few rules questions about Fimirs and other things   Mon 17 Mar 2014 - 1:49

It's looking more finished than the Marketplace player aid. Hoping to find some time to tidy up my notes from our campaign. Smile
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PostSubject: Re: A few rules questions about Fimirs and other things   Tue 18 Mar 2014 - 10:17

Dark Magic spell book, Rituals of Dhar - see page 12 from MiM player aid linked below

Mutiny in Marienburg - Infamous Haunts
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Alex
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PostSubject: Re: A few rules questions about Fimirs and other things   Tue 18 Mar 2014 - 11:47

Sweet!
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