Frostgrarbbl

Including Ghost Archipelago, Rangers of Shadow Deep and Stargrave

Re: Frostgrarbbl

Postby Tom » Fri Aug 06, 2021 8:03 pm

Illusionist for me. There are probably various mentions if you dig back through the thread.
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Re: Frostgrarbbl

Postby Mike » Fri Aug 06, 2021 9:37 pm

Tom wrote:Illusionist for me. There are probably various mentions if you dig back through the thread.


Same here
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Re: Frostgrarbbl

Postby bennyowens » Fri Aug 06, 2021 10:38 pm

Sigilist
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Re: Frostgrarbbl

Postby Dave » Fri Aug 06, 2021 10:58 pm

Cool. So for those of us keeping track I think the list is something like:

Gary - Witch
Tom - Illusionist
Mike - Illusionist
Brad - Necromancer
Ben - Sigilist I think
Simon - Enchanter
Dave - Witch/Thaumaturge
Matthew - Elementalist

Rules Q:
I couldn’t find anything in the 2e rulebook about any required changes to the Sellsword supplement to make it work in 2e. Is the Captain considered a Specialist? Also, if he takes a bow I assume he needs a quiver (not on his equipment list).

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Re: Frostgrarbbl

Postby Brad85 » Fri Aug 06, 2021 11:18 pm

I might be changing my guy. Tempted to get the rodents out for this.
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Re: Frostgrarbbl

Postby Dave » Fri Aug 06, 2021 11:36 pm

Sorry, another rules questions please.

Animate construct explicitly states “becomes a permanent member of the warband, taking the place place of a soldier ”

Animal companion and summon zombie don’t have the bold bit in their descriptions, does that mean they can be the 11th warband member?

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Re: Frostgrarbbl

Postby Darkson (Simon) » Sat Aug 07, 2021 7:12 am

Captain: p.199. Yes, he'd need a quiver (not mentioned in Sellsword as it wasn't added until 2e).

Animal Companion: as per spell description, its a permanent addition, so counts towards the 8.
Raise Zombie: temporary, so can be taken in addition to the 8.

Basically, if its permanent it counts as one of the 8; if temporary it doesn't.
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Re: Frostgrarbbl

Postby Dave » Sat Aug 07, 2021 9:30 am

Thanks, can’t see for looking. I wonder if the captain should have an additional item slot to compensate. In 1st edition he had 5 but quivers weren’t a thing.

Brad85 wrote:I might be changing my guy. Tempted to get the rodents out for this.


Witch could work if you’re looking to try and keep to a theme?
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Re: Frostgrarbbl

Postby Tom » Sat Aug 07, 2021 9:47 am

Dave wrote:Thanks, can’t see for looking. I wonder if the captain should have an additional item slot to compensate. In 1st edition he had 5 but quivers weren’t a thing.


I imagine the whole point of adding the quiver is to give ranged attacks an extra cost in the item space.
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Re: Frostgrarbbl

Postby Dave » Sat Aug 07, 2021 10:06 am

For wizards and apprentices yes (although most people seem to still be taking crossbows regardless, perhaps once people start picking up magic rings and shit they will drop the now two item slot ranged weapon to make room).

It does seem the game is intended to cap at a max of 5 items per model though so happy to stick with that logic.
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