
The
latest issue of Fanatics Town Cryer magazine just arrived. And,
as allways it looks very promising. After a short Editorial by
Steve Hambrook, Town Cryer No 14 starts with its main topic: Rules
for mounted Beasts in Mordheim. Especially for those Mordheim
players who are planning to buy a mount for their warband might
be interested in the new rules . The article introduces a couple
of new interesting skills like Trick Riding or Horse Archer, rules
for Riding (loosing control over your mount included) as well
as new riding animals like the War Boar, the Giant Wolf and the
Elven Steed.. Although the new rules are very interesting to read
I doubt that they will ever be used on a regular term, as riding
animals are very expensive and most Mordheim players will think
twice before they buy a mount (unless they have large amounts
of money to spend which is quite unlikely as most Warbands suffer
from a permanent lack of money). The article ends with two new
scenarios which can only be played with the new rules.
The next two Article belong
to the "Lustria- Cities of Gold"-setting. The first
article describes new Artifacts for Lustria from the "Jaguar
Mace" to the "Circlet of the Slann". Although the
new items were created for the Lustria setting, some of them could
easily converted for the use in a normal Mordheim campaign. Especially
items like the "Plague Sword" or the "Crimson Armour
of the Blood Dragon" sound very interesting. The second part
of the Lustria-section
introduces a new Warband: the Tileans. And to be true, this new
Warband seems to be very, very intriguing. Like the normal human
Mercenaries, the Tilean Mercenaries can belong to three different
backgrounds: the Miragleans, the Remasens and the Trantios. Each
of this warbands has special benefits, for instance the Miragleans
are expert crossbowmen, the Trantios have more starting money
(like the Marienburgers) etc. The only other difference to the
ordinary Mercenary-warband are the Duellists which replace the
Swordsmen. They are
experts in a special fighting technique called cloak and dagger
which allows them to use a hand weapon and a dagger while being
treated like having a shield in close combat. There is also a
new weapon introduced, the pike which allows you to attack your
enemies from up to 3" without being part of a melee. Anyway
I see no reason why you should not use the Tileans in a normal
Mordheim campaign.
For those who already got bored
by the never ending skirmishes in the City of the damned the new
Rules about Pit Fights might be interesting. If you liked Gladiator,
the movie, you will like this rules. Town Cryer describes totally
new rules for Arena fights as well as a new Warband: the Pit Fighters.
Although this new Warband seems to be a little bit too overpowered,
the rules promise hours of fun. Nearly all of the Pit Figther
in the warband are expert warriors and a Dwarf Trollslayer (tough)
and a Ogre Pit Fighter (very tough) can be bought as warband members.
All in all the new rules seem to be a nice change to the normal
Mordheim-scenarios.
The next Article is in my opinion
the most interesting in this issue: Dark Rituals of the Chaos
Gods. It makes the Possessed warband more powerful as it adds
new Rituals to the range of spells available to the Magister.
With the new Rules it is possible for the Magister to devout himself
to one of the major Chaos Powers (Slaneesh, Nurgle or Tzeentch)
to benefit from the bargain with those foul gods. It is possible
to summon Daemons or cast specific spells like
Father Nurgles Pestilence which is my personal favourite. Although
I like this new rules as the Possessed are one of my favourite
warbands, I'm not sure if they will be accepted by all MH-players
because they make the Possessed even more powerful than they already
are.
The final section of Town
Cryer 14 is a list of all new rules and additions from the previous
Town Cryers. This list is extremely useful if you are searching
for a certain rule or new Warband. In addition to the location
of the Rule the list also states if this Rules are official or
just experimental Rules. Fanatic plans to publish this list in
TC on a regular term to give the players an overview where to
find which rules.
All in all Town Cryer 14 is
a good choice for every Mordheim-player as it adds a lot of new
and good stuff to the setting, this time the Lustria section is
also useful and interesting as much material can be used in an
ordinary game of Mordheim too. To be honest, I'm impatiently looking
forward to issue 15. (nc)