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@BoneyM Would 'Stone is an excellent insulator of magic' winning/placing highly in the Karak Vlag sequence have had any effects in story?

"That's true, stone is an excellent insulator of magic. Nothing to see here, then." I'd recommend not letting meme votes win unless you really want them to be what takes precedence in Mathilde's actions.

I vaguely remember that Mathilde's relations to her fellow apprentices didn't survive the "I am the subordinate of an Elector Count"-gloating.

That was part of it. The other part was me realizing I'd rather Mathilde's relationships be things that were built entirely on-screen with thread participation, rather than her having a pre-existing network of friends and contacts. So the College Contacts ended up being a close relationship with the one exception (her Master) and a solid reputation amongst the Grey College in general.

I think it doesn´t work like that, I mean, even if Power Stone creation is a magic ritual, both Ritual Magic and Power Stone Creation appear as different subjects on the Colleges, so I would assume that Power Stone Creation is not included on the general Ritual Magic course.

Squeezing magic is technically a very very simple magic ritual. Most of the difficulty is keeping your grip on it while it tries to wriggle free, which is not a skill that being good at rituals will teach you.

And about the creation of artificial familiars IIRC Boney answered that it could be useful for the binding of apparitions and/or further AV research.

Emphasis on the 'could' with AV. Artificial familiars and apparitions are very different in nature, so it would be even more unsure a 'could'.

What's Snorri's position in Clan Redbeard? The above section could be read as him having some amount of say when it comes to his Clan's future allegiance. But a Clan Head would probably not personally go on such risky a mission without his Clan having a deep personal stake or there having been some past oath or debt involved.

Too young to be a Clan Elder, but good enough at his job that he's expected to become one in time.

Also, how large is Clan Redbeard? Are the 150 a significant majority of their Ranging force?

Sub-1000, so yes.

Does a Clan that excavates and reinforces their own Mountain Hold get to call their Thane a King or is there more involved?

De Facto: Minor Holds swear fealty to Major Holds which swear fealty to the Karaz Ankor, similarly to Baron/Count to Elector Count to Emperor. Rulers of Minor Holds are called a King but they're recognized at not being a King King. The terminology is not considered confusing because Dwarves would instantly recognize 'King of Karak Hirn', for example, as being completely different in nature to 'King of Karak Gantuk'. Perhaps the best term for them would be 'Petty Kings', though it wouldn't be a great idea to use that term where they can hear you.

De Jure: They're outposts of the Major Holds, and their 'rulers' should be considered Lords, not Kings.

Also, what happened to the Bronzefist's mountain now that they returned to K8P?

Sold to another Clan, or to Karak Izor.

I assume general consensus is that when it comes to Damsels the Tabletop implementation is just an adaptation that was easier than designing a Lore of The Lady?

In that case, the asterisk goes on 'human' with a number of question marks in the footnotes.
 
That is all nice and well when going with shounen storytelling logic, but my interpretation of BoneyM's work is that he prefers a world where people function like actual people. A stubborn and prideful Dwarf will always give it their all but, given that they aren't WH40K Orks with a psychic field that makes impossible things work, they either have the skills to survive or they don't. I don't expect that this story's Gotrek somehow has a supernaturally increased potential to make his axes block, seek weak points and shear through flesh and armor like it was butter just because he's "turned his Will to Win up to eleven".

I have to flatly disagree with you here. BoneyM has been consistent about having "hero units" just like in Tabletop Warhammer, who while they may not be quite capable of taking on armies singlehanded are simply more stubbornly able to survive and win when most people would die.

I don't expect that this story's Gotrek somehow has a supernaturally increased potential to make his axes block, seek weak points and shear through flesh and armor like it was butter just because he's "turned his Will to Win up to eleven".

Did you notice how Snorri was basically contributing as much as the entire rest of his rangers combined in that scuffle at the Karak Vlag entrance?
 
I assume general consensus is that when it comes to Damsels the Tabletop implementation is just an adaptation that was easier than designing a Lore of The Lady?

This isn't actually unusual. Maw Firebellies aren't actually using the Elf Lore of Aquashy, they are using a religious lore, but it's similar enough that the tabletop just uses it. Similarly, the Nekeharan Liche Priests get to use Lores of Light and Death, but their traditions are entirely separate from the elf tradition and they are actually using a religious lore that involves both.
 
@BoneyM I took a stab at an updated WHFB statline for Mathilde. I am not super familiar with Fantasy's mechanical crunch, so it may not be quite right. Also if it matters I'm using the Warhammer Armies Project 9th edition rules since I don't have access to actual physical WHF books from the more recent editions pre-Age Of We Don't Talk About That.

Really wasn't sure whether to peg her Leadership at 9 or 10 especially given friendly dragon chats and the Daemon swarm and the Liber Mortis and having the Burning Shadow Mountain ram through her skull, plus all the other shit poor Mathilde deals with on a regular basis. I went for the conservative option in the end.

I don't actually know when the last statblock update was either, but given it lists Wizard Level 1, probably a fair while. I think 3 is a fair shout; we're a Lady Magister, but WL4 is for the biggest of chunguses and we're not there yet.

Statline is mostly unchanged, Leadership aside, because as above I wasn't sure when the last update was to gauge how much improvement there's been, there's a lot to keep track of, and frankly she was already pretty damn stacked for a human, but I somewhat speculatively bumped WS and BS up by one and added Sniper to represent her ongoing martial training, her dip into assassination skills, and her knack for picking off leaders. Also added Magical Attacks for the spell mastery that auto-does that, an attempt at a custom Windsage rule (plus the dispel specialties folded under it) and a custom Dwarf-Friend rule for allied Empire/Dwarf armies.

Wargear-wise I'm most uncertain about Ranald's Coin; I've tried to mechanically represent both its actual effects and her penchant for using it to wander in disguised as the enemy and then performing a decapitating strike, but I don't know how balanced it looks. I'm especially not convinced by or happy with the Deceiver/Night Prowler pair, and am similarly unconvinced at the Doppleganger rules, but they're the best I can think of at the moment.

That all being said, I absolutely love how tanky Mathilde is even by normal standards let alone Wizard ones. She functionally has twelve Wounds and that's if you somehow manage to stop her killing things all game - not only that, but she's taking those Wounds at T5 with a 4+ Armour Save. Some rough Mathshammer at S4 enemies: 5+ To Wound and then a 5+ Armour save gives 1/3 * 2/3 = 2/9 of a Wound per average attack, which is to say that it'll take fifty-four standard hits to kill her. Bearing in mind that everyone who gets an actual wound in is getting counterpunched at S6, and also Mathilde has a S10 autodispel sword and Dwarf guns.

... and Shadow Shenanigans, plus warrior-level WS and I, meaning that hitting her in the first place is a taller order than one might expect of a Wizard. 'Mere' WL3 or not the thought of how many points she'd cost on tabletop is wince-inducing.

Honestly I feel like I've overloaded her profile but it's all stuff that she's done in-Quest, so..?

Critique welcome!

Thane Loremaster Dame Lady Magister Mathilde Weber, the Dammerlichtreiter
Code:
M WS BS S T W I A Ld
4 6  5  4 5 3 5 3 9

Type: Special Character (Infantry*)
Army: Dwarfs, The Empire

*May join Cavalry units with Shadowsteed active.

Special Rules
Dawongr
As a Dwarf-Friend, Mathilde is treated in all respects as a fellow Dwarf by friendly Dwarf units, even if taken as part of an Empire detachment. She may join Dwarf units, nearby Dwarves may benefit from her Inspiring Presence if she is the Empire's General, and she may even be the General of a Dwarf army in which there are no 'Dwarf Lord' or 'Runelord' units or Characters - even if she is also the Empire's General.​
Magical Attacks
Scout
Seed of Regrowth
Mathilde begins battle with the Seed of Regrowth fully charged, with four uses. One use restores all of Mathilde's Wounds, or the Wounds of a model with which she is in base-to-base contact (for this purpose ignore the rule that she cannot join Unbreakable units without being herself Unbreakable). If Mathilde is slain, this effect will activate automatically, and she will return with full Wounds at the end of the next combat round. One use is restored when wiping out a unit, either by wounds or overrun. This cannot take the Seed of Regrowth above four uses.​
Stubborn
Sniper
Windsage
Possessed of exceptionally acute magical perception, Mathilde can reroll failed Dispel and Channelling attempts, and on a successful Ld check can prevent a miscast from occurring in Wizards of WL2 or less she is within 6" of. Additionally, due to deep personal experience, she may further reroll a single die on doubly failed attempts to dispel necromantic or Waaagh magic. Waaagh magicians must reroll their highest die when attempting to dispel Mathilde, taking the worse result.​
Wizard (Level 3)
Ranald's Boxcars - you may make any die a six if it would cause BoneyM to die a little more on the inside

Wargear
Branalhune - Melee, S10, dispels all ongoing positive spells and disables enemy magical equipment for a time (D3 turns? Phases? d6 phases?)
Dwarven Revolvers - 18", S4, Armour Piercing, Dwarf-Crafted [rerolls 1s on To Hit], Quick to Fire, Extra Attack, Multiple Shots x3
Marksdwarf Pistol - 24", S4, Armour Piercing 2, Dwarf-Crafted, Quick to Fire, Extra Attack

Ranald's Coin - Before deployment, choose a face. Gain that ability for the battle.
  • The Gambler: One use. Mathilde may reroll up to two dice over the course of a single phase.
  • The Deceiver: Mathilde may Scout within 12" of enemy units, and charge on her first turn. If the enemy player goes first, Mathilde may deploy after their turn finishes, before her player's Movement Phase begins, and act as normal.
  • The Night Prowler: Only of use in towns or cities, or other races' equivalent. Mathilde deploys as per normal Scout rules. One enemy unit of her player's choice suffers the player's choice of her full casting turn (using any Winds of Magic dice previously set aside or unused), her full Shooting attack sequence (as if she were in ideal range), or her full Close Combat attack sequence at +1 To Hit, any or all of which may be targeted specifically against individual models or Characters.
  • The Protector: Only of use in campaign games. Double all gains of any reputation, fame, renown, or other related currency in use made by Mathilde.
Staff of Mistery - Add +1 to channeling attempts. When casting mist-related spells, the player may choose to reroll one die.

Belt of the Unshackled Mountain - +1 T included in statline; any model that successfully wounds Mathilde suffers a single hit at their attack's S+2; Immunity to Fire
Enchanted Robes - 4+ Armour Save, immunity to effects stemming from physical fatigue (do those exist? I feel like there might be some spells somewhere)

Grounding Rod - Reroll Miscasts

New Spells of Note - and mostly just notes, I'm out of my depth with the crunch for this
Bewilder - As before
Universal Confusion/Cloud of Confusion - Bewilder but as a short-range whole-unit / zero-range cloud effect​
Blessed Weapon: Blessed Hands - Mastery of this spell grants the Magical Attacks special rule.
Burning Shadows - Inflicts a S? hit that ignores armour saves on all models in a contiguous patch of shadows. (Toughness save?) The actual mechanical logistics of this spell sound awful to figure out so I'm going to leave it there.
Doppelganger - Mathilde must be ignored by the enemy player while this spell is active, and she may join enemy units. Surprise attacks from under Doppelganger gain +1 To Hit as per Night Prowler.
Melkoth's Mystifying Misasma - reduces M/WS/BS/I of an enemy (choose one for 5+ or all four for 10+) by D3 a spell with a canonical description! hooray!
Rite of Way - large number of allied models (not sure how targeting would work here) gain Strider and increase Movement to 6(?)
Shadow Knives: Shadow Dagger - Hand weapon, Ignores Armour, S?
Shroud of Invisibility - Invisible for one turn/phase (?)
Throttling - shadow strangles nearby enemies, entangling weaker ones

Smoke and Mirrors - as per the Lore Attribute for the Lore of Shadow

1) Pretty sure we are still WS5 BS4 (base WS is 3, basic greatswords upgrade it to 4, advanced to 5 and special Branulhune style would make it WS6 (and probably I6 A4), but we didn't finish it yet)
2) Our new robes are 3+ armor save, not 4+
3) Seed should probably only work if Mathilde's own unit didn't retreat/wasn't wiped out to represent the ability of an uninterrupted enemy to kill her again and again thus preventing resurrection
4) Magical attacks are redundant with Branulhune
5) Branulhune disables enemy magic items to the end of battle
6) Rite of Way probably shouldn't increase M and for simplicity's sake should work on "Mathilde and any unit she is attached to"
7) Why does Deceiver (perfect lie face of the coin) grants Scout? Kinda don't understand the logic here


But Gotrek does have a supernaturally increased potential for his axe. It is after all Grimnir's Axe.
Made by an Ancestor God.
Runed in ways Kragg wouldn't be able to repeat.

Who knows how much power that axe grants?

While no one actually knows, we can guess. Thorgrim has another Axe of Grimnir and they are likely of the similar power level. Thorgrims grants this:
1) Always Strikes First special rule
2) Wounds on 2+ against non-magical armor, on 3+ against magical one (regardless of target's Toughness)
3) Has Multiple Wounds (D6) against Giants and Chaos Giants.

So a very fast and killy axe which is especially killy against giants, but not nearly enough to make a normal dude unkillable.
 
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1) Pretty sure we are still WS5 BS4 (base WS is 3, basic greatswords upgrade it to 4, advanced to 5 and special Branulhune style would make it WS6 (and probably I6 A4), but we didn't finish it yet)
2) Our new robes are 3+ armor save, not 4+
3) Seed should probably only work if Mathilde's own unit didn't retreat/wasn't wiped out to represent the ability of an uninterrupted enemy to kill her again and again thus preventing resurrection
4) Magical attacks are redundant with Branulhune
5) Branulhune disables enemy magic items to the end of battle
6) Rite of Way probably shouldn't increase M and for simplicity's sake should work on "Mathilde and any unit she is attached to"
7) Why does Deceiver (perfect lie face of the coin) grants Scout? Kinda don't understand the logic here

Thanks for chipping in. Magical Attacks causes the Dwarf guns to also count as magical, so it's not redundant, and Mathilde already has Scout - Deceiver just enhances it, i.e. lets her use her illusions with flawless deception to get much closer to the enemy and only reveal herself at the critical moment (normally Scouts deploy before the game starts). The rest of it is very useful though! Edits are in place.

Do see my disclaimer about not being super confident mechanically in the Coin, though :V
 
De Facto: Minor Holds swear fealty to Major Holds which swear fealty to the Karaz Ankor, similarly to Baron/Count to Elector Count to Emperor. Rulers of Minor Holds are called a King but they're recognized at not being a King King. The terminology is not considered confusing because Dwarves would instantly recognize 'King of Karak Hirn', for example, as being completely different in nature to 'King of Karak Gantuk'. Perhaps the best term for them would be 'Petty Kings', though it wouldn't be a great idea to use that term where they can hear you.

De Jure: They're outposts of the Major Holds, and their 'rulers' should be considered Lords, not Kings.

It sure says something about the prestige of Karak Eight Peaks that some 3000 years after its fall, dwarves still thought of the uncrowned heir as kind of a king-king, even if a beggar-king-king.

Rival to Karaz-a-Karak indeed.
 
Too young to be a Clan Elder, but good enough at his job that he's expected to become one in time.
I assume that helping find Vlag is going to do marvels to Snorri's future political aspirations. :thonk:

edit-
There is no reason to believe Grimnir has the exact same axe twice.
Rule of Pride would rather speak against it.
An axe for every situation.
Grimnir: And this is my tea drinking axe.
 
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  • The Deceiver: Mathilde may Scout within 12" of enemy units, and charge on her first turn. If the enemy player goes first, Mathilde may deploy after their turn finishes, before her player's Movement Phase begins, and act as normal.

How about something from the Lahmian gift set, from 6e? The Transfix power, which was target model makes a leadership test. If failed, they couldn't attack that round.

With a few outrageous words that sound nonetheless ring true, Mathilde's opponents are left completely befuddled.
Choose one model in base contact with Mathilde. That model must pass a leadership test or be unable to Attack for that phase.

More ideas from the same book:
More powerful: If the Ld test is failed, the victim is hit automatically in close combat
Same level: make it one use only, but works automatically
Weaker: If the Ld test is failed, the victim can't attack Mathilde. Everyone else is fair game.
 
There is no reason to believe Grimnir has the exact same axe twice.
Rule of Pride would rather speak against it.
And I never claimed otherwise.
But there is a reason to believe that his axes were at about the same level and not "one god-tier axe and one normal axe". The one we know about is approximately 150 points weapon which ignores "Jealous Runes" rule. All of its effects can be duplicated by the modern Dawi (although not on the same weapon, since thay are all Master Runes). There is no reason to believe that the other axe is so much better that he makes the wielder unkillable.
 
I don't believe this is true, in-quest - the effect extends to held weapons but not any ammunition, so it's only relevant if she's pistol-whipping someone.
Yes, but they can trivially make it quest accurate by dropping the rule, because Mathilde's default melee weapon will already count as magical without taking her Mastery into account.
To be fair, if we come out of the expedition alive we are going to get the most advanced dwarf revolvers we can from Zhufbar and we are going to rune them fully, so that little thing will stop being relevant relatively soon.
 
Also, by now Mathilde has a much better idea of which runesmiths are close enough to the Kickflip Zone to seriously consider enchanting a revolver.
 
Especially with the AV generating 3 free DF per turn without us doing nothing...

We could well find significantly more valuable uses for AV than burning it for dwarf favour.
Also, by now Mathilde has a much better idea of which runesmiths are close enough to the Kickflip Zone to seriously consider enchanting a revolver.

This is something where the Thungni Lore skill we could learn might help.
 
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