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 Tomb Guardians Questions

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whisper2053
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PostSubject: Tomb Guardians Questions   Tomb Guardians Questions Icon_minitimeWed 9 Dec 2009 - 6:08

-As a fairly long time player of the Tomb Kings in WFB, I've gotten used to and learned to greatly appreciate the TKs vast magical prowess. Moving into Mordheim, I've noticed quite quickly that the only real (read: core unit, not hireliings) spellcasting ability in the warband comes from the Liche Priest.

Now, my question centers around the Acolytes. Fluffwise, it would seem that they're intended to be a sort of 'Liche Priest in-training'. That being said, after having scoured the main rule book as well as the Khemri 'expansion' for hours and hours, I've yet to see any means of granting them magic other than the Arcane Lore Academic skill + Tome of Magic. As nice as that seems, nowhere does it say that you can gain spells from the actual TG spell list, merely the Lesser Magic one. Is there something I'm missing?

-Also, I'm curious about the Warrior Wizard skill...again, nowhere do I see anything that grants a mage the ability to actually WEAR armor, so is it worth taking a skill that allows a Liche Priest or Acolyte to cast in said armor? And if so, what armor is he allowed to actually wear?

And by the way, hi! I'm new to the forums Very Happy


Last edited by whisper2053 on Wed 9 Dec 2009 - 7:34; edited 1 time in total
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toemasss
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PostSubject: Re: Tomb Guardians Questions   Tomb Guardians Questions Icon_minitimeWed 9 Dec 2009 - 6:46

Sorry to say but the only way to give your acolytes spell casting is through a tome of magic+skill.
In an optional rule (lord of the night) a vampire could learn necromancy through a skill and a book of the dead. You could house rule it to allow other undead models to cast spells of their list.
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whisper2053
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PostSubject: Re: Tomb Guardians Questions   Tomb Guardians Questions Icon_minitimeWed 9 Dec 2009 - 6:57

That is pretty much the same conclusion that I have come to thus far. It just seems really silly (read: dumb) to me that an apprentice caster cannot learn the magic of his own people.

*sighs*
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Mortimer
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PostSubject: Re: Tomb Guardians Questions   Tomb Guardians Questions Icon_minitimeWed 9 Dec 2009 - 7:15

Ask your group if you could house rule it? Say they take a skill 'Incantater' which is 'Arcane Lore' and buy 'Scrolls of Nehekhara' which is the same as a 'Tome of Magic'? Granting them access to the TK spells rather than lesser magic?
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whisper2053
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PostSubject: Re: Tomb Guardians Questions   Tomb Guardians Questions Icon_minitimeWed 9 Dec 2009 - 7:29

That's probably what I'll wind up doing, but I was really hoping that I'd just missed the 'official answer' somewhere as I'd rather try to avoid too many extraneous house rules if at all possible.

Now about that mage armor issue... Smile
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PostSubject: Re: Tomb Guardians Questions   Tomb Guardians Questions Icon_minitimeWed 9 Dec 2009 - 7:31

On mage armour, the character must have the armour on its equipment list to wear it (with the exception of rare armours which count as suits of heavy armour). Toughened leathers count as equipment in who can wear them but function as armour for spell casting.
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whisper2053
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PostSubject: Re: Tomb Guardians Questions   Tomb Guardians Questions Icon_minitimeWed 9 Dec 2009 - 7:41

So by that definition, the only valid option IS toughened leathers for a Warrior Wizard skill holding mage then? You mean to say there is absolutely no skill or ability that grants you the ability to wear armor if you didn't have it before?
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PostSubject: Re: Tomb Guardians Questions   Tomb Guardians Questions Icon_minitimeThu 10 Dec 2009 - 1:39

I'll try Wizards and Armor for 100.

Spell casters are not treated as a separate warrior class in most warbands. They may wear the same armor as other warriors of the warband that share the same equipment list. Thus they are not prohibited from wearing armor. They are prohibited from wearing armor and casting spells.

Thus the Warrior Wizard skill removes the prohibition against wearing armor and casting spells. The ability to wear/use armor is always there.

Tomb Guardians, acolytes and learning spells--experimental warbands are rarely complete. This is especially true of the TC Tomb Guardians which as far as I can tell is an attempt to tone down the original Khemri warband by making the warband useless. Our campaign uses the original warband with no complaints. Players that have tried to use the TC warband always get killed as there is no strength and much weakness to the TC warband.
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