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Miniatures Adventure => Fantasy Adventures => Frostgrave => Topic started by: Blackivarr on November 20, 2015, 04:53:52 PM

Title: 2 mordheim rules that could translate to frostgrave
Post by: Blackivarr on November 20, 2015, 04:53:52 PM
Hey all, Been lurking here quite a while, first time post.

After a bunch of Frostgrave games under our belts, my group is totally sold on the game.

We used to play Mordheim a bunch, and we miss a couple of minor rules.

Diving charge ie. Jumping on an opponent from above. Any suggestions on how to incorporate it? The bonus was +1 on a d6 so +2 or +3 on the d20 should be about the same.

Also, would letting 2 models carry a treasure together at full speed work? Or would it imbalance the race off the table?

Thanks for your thoughts.






Title: Re: 2 mordheim rules that could translate to frostgrave
Post by: Awesome Adam on November 20, 2015, 05:24:14 PM
I'd add the damage he takes falling as a damage bonus IF he wins the combat.

So Thug Drops 5" down onto an opposing wizard as his movement action, taking 7 damage in the process. If he wins the combat he gets to add 7 damage to his result verses the wizard for landing on him.
Title: Re: 2 mordheim rules that could translate to frostgrave
Post by: Urquhart on November 20, 2015, 06:47:25 PM
Also, would letting 2 models carry a treasure together at full speed work? Or would it imbalance the race off the table?

Good thing, I have done the same in my play group. it moves faster the treasure markers to the edge of the board and then one soldier carry out of the table.
Title: Re: 2 mordheim rules that could translate to frostgrave
Post by: Pendrake on April 24, 2017, 02:48:03 AM
I'd add the damage he takes falling as a damage bonus IF he wins the combat.

So Thug Drops 5" down onto an opposing wizard as his movement action, taking 7 damage in the process. If he wins the combat he gets to add 7 damage to his result versus the wizard for landing on him.
What if? the rule went: If the Thug wins the combat most of the falling damage transfers to the Wizard. Wizard takes 5, Thug takes 2...or so.
Title: Re: 2 mordheim rules that could translate to frostgrave
Post by: FAB on October 13, 2018, 11:00:05 AM
I don't know that I like the idea of assassins lurking upon high waiting to jump on unsuspecting adventurers. Unless they are trained assassins...
Jumping 2 to 3 stories should definitely injure the leaper, and give a dodge chance for the target to represent the leaper mis-timing the jump, or wind conditions, or a crumbling masonry leaping spot giving way at the moment of truth...