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 Clan Skryre rewrite feedback.

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Yodhrin
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PostSubject: Clan Skryre rewrite feedback.   Clan Skryre rewrite feedback. Icon_minitimeFri 17 Jun 2016 - 0:28

Blame maxxev for this, his lovely wheelchair conversion threw my brain into its Ratmen gear Laughing

I've found three or four versions of a warband for Clan Skryre Skaven, the most commonly used and best developed of which seems to be Firuz the Accursed's. That's a nice bit of work, but for me personally there were a few wee aspects that make it unsuitable; the lack of a Rat Ogre is a dealbreaker since that means no Stormfiend conversion project, the inclusion of the Ratling Gun doesn't work for me given the fluff in the most recent Skaven army book(they're only ~100 years old, derived from Empire repeater handgun tech, so wouldn't be about in Mordheim), and the Weapon Specialist/Warpstone Pump mechanic is a touch too convoluted. Obviously that's a statement of preference, not a slight against Firuz's version.

So, below is the prelim text of my own variation, I'd appreciate any feedback you can offer(except, obviously, "why did you bother just use the rules that are there"  Razz ) before I finalise the initial playtest version and lay it out in PDF.


Equipment List:
Spoiler:

Special/Unique Equipment
Spoiler:

Skills
Spoiler:


Heroes
Spoiler:

Henchmen
Spoiler:
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Von Kurst
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PostSubject: Re: Clan Skryre rewrite feedback.   Clan Skryre rewrite feedback. Icon_minitimeFri 17 Jun 2016 - 11:02

Ya know there is the Clan Skryre Rat Ogre hired sword...

Having the weapon team count as a single stat line is a good solution to a pesky problem, but I started back in 3rd edition when the weapon teams were separate models. I loved killing off the jezzail armed model or the guy with the nozzle and making the weapon worthless.
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Yodhrin
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PostSubject: Re: Clan Skryre rewrite feedback.   Clan Skryre rewrite feedback. Icon_minitimeFri 17 Jun 2016 - 15:26

Von Kurst wrote:
Ya know there is the Clan Skryre Rat Ogre hired sword...

Aye, it's...not very good. And has a ranged weapon and lots of unique mechanics - the rest of the band has plenty of gubbinz to deal with already IMO.

Quote :
Having the weapon team count as a single stat line is a good solution to a pesky problem, but I started back in 3rd edition when the weapon teams were separate models.  I loved killing off the jezzail armed model or the guy with the nozzle and making the weapon worthless.

Aye, I tried to represent that as much as possible using the Unwieldy rule on the weapon profiles, again though it was an issue of wanting to include as many interesting and weird things as possible without bogging down play too much, and I felt some streamlining of the Henchmen was necessary to allow for that.

Do you have any thoughts on a fair price for the Discipline Engine?
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PostSubject: Re: Clan Skryre rewrite feedback.   Clan Skryre rewrite feedback. Icon_minitimeSat 18 Jun 2016 - 8:40

15+3d6?

Jezzail--instead of having a separate Misfire rule, how about just using the existing black-powder misfire?

Is Chain Lighting another name for Warp Lightning?
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Yodhrin
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PostSubject: Re: Clan Skryre rewrite feedback.   Clan Skryre rewrite feedback. Icon_minitimeSat 18 Jun 2016 - 13:14

Von Kurst wrote:
15+3d6?

Jezzail--instead of having a separate Misfire rule, how about just using the existing black-powder misfire?

Is Chain Lighting another name for Warp Lightning?

Aye that's roughly what I had in mind.

That's actually a great idea, always better to repurpose than duplicate.

Kindof, the reference to nothing is there because I'd not decided if it would work the same as Firuz's version(which can "jump" to additional models near the target), but I concluded there's no reason to mess with something that works so the "spell" will be in the PDF version.
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gislasa

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PostSubject: Re: Clan Skryre rewrite feedback.   Clan Skryre rewrite feedback. Icon_minitimeMon 27 Jun 2016 - 16:39

Overall I really like your ideas, seems like you captured the essence of the warband really well.

Question: so would the Warpfire Thrower team roll to hit first, and then roll up to 3d6 to determine how far the warpfire thrower goes? Or is there no to-hit roll? Or does the 3d6 length happen first? I'm a little confused by this.
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Yodhrin
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PostSubject: Re: Clan Skryre rewrite feedback.   Clan Skryre rewrite feedback. Icon_minitimeMon 27 Jun 2016 - 18:31

Sorry I'll work on the wording. Your roll the up-to-3D6 first which gives you the area of effect, anything within that takes a single S5, -2 armour save automatic hit.
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gislasa

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PostSubject: Re: Clan Skryre rewrite feedback.   Clan Skryre rewrite feedback. Icon_minitimeMon 27 Jun 2016 - 18:33

Yodhrin wrote:
Sorry I'll work on the wording. Your roll the up-to-3D6 first which gives you the area of effect, anything within that takes a single S5, -2 armour save automatic hit.

Got it, but based on this it seems like the ballistic skill of the user wouldn't be a factor since the area is completely random. I love the idea of the risk in rolling more dice, but it seems odd to completely take BS out of the equation.
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PostSubject: Re: Clan Skryre rewrite feedback.   Clan Skryre rewrite feedback. Icon_minitime

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