Monday, April 25, 2016

Catching Up with Real Life - Still Getting my WotR Fix!

I feel like I've been lost in the fray for the last two weeks. The truth of the matter is that my wife had our second child last week - so it has been a little chaotic with adjusting to the "new life". I haven't had access to everything (files, internet, time) like I had hoped - but that didn't stop me from drawing and coming up with ideas. I figured I would share a few of them with everyone, so that you can see what goes on in my crazy head when I have some free time.




I've mulled around the idea of putting together a simulator of War of the Ring together for on my iPad. As you can see to the left above, I've created a basic storyboard for the Priority Phase. It has an icon to roll for priority, roll the dice, execute special rules that can be used during the Priority Phase, and modify dice rolls using might. Basically, it is the standard set of items that occur during the Priority Phase each turn.


On the right a simple mock-up of the Move Phase to try to get some ideas working. Similar to what I did for the WFMC application, the Move Phase allows you to rotate, translate and reconfigure.



Here is the storyboard for the Magic Phase and the Shoot Phase. The Magic Phase allows for the player to bring up a list of spells for the selected Magician within the formation - it also shows the mastery level and focus for spell casting and uses the roll icon to roll the various random results.

For the Shoot Phase the player can select the target for the shot, and gives the ranges for the various distances. Additionally, you can perform the actual roll and kill off the enemy.


Here we have the Charge Phase and the Fight Phase storyboards (so far), as well.


I also put together a spreadsheet with all the modified special rules that we have written and updated so far ... the reason being is that I needed to know which special rules were "Active" and which were "Passive" (meaning which ones requires the player to perform the action and which ones will happen regardless of player interaction or not). I imagine that this alone will be a great topic for a future post. I also specified in which Phase the special rule can be used (so that only those that are applicable will be available and selectable - and you don't have to scroll through ever special rule in your army list).



Also, as I have alluded to before, I used the Resolution Order Spreadsheet to ensure that I was capturing the various actions that could occur within each phase. This required some updates for the new special rules that have been developed, as well ... I've mentioned that I will be addressing this in the future, as well; and if you look at the Table of Contents there is actually a placeholder already for this topic. :)


So, you can see that I haven't completely fallen off the face of the Earth, yet! Hopefully I will be able to have more time again now that things are starting to normalize, again.








LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
Help make WFMC Mobile get released to the Apple App Store with a donation!


    LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES

    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
    • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
    • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
    • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
    • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
    • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
    • Using WFMC to Verify Movement Examples [Part 23/23]


    LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

    Thursday, April 7, 2016

    Updates and Extensions to the Rules for Fates - Faltering Nerve, Sigil of the Fallen Kings, & The Crown of Carn Dum [Part 12/24]

    Here are the next set of Fates for Evil Armies.

    I particularly like the changes that have been made to the Sigil of Fallen Kings. This makes this Fate a lot more useful in the sense that it is persistent through the entire game (even if the original owning formation is destroyed). The other changes allow for more clarification of the rules, as well.

    One that was necessary was the special rule for the Crown. It had mentioned that the Hero suffers automatic hits ... but this didn't make sense since it would just be discounted by their Resilience - so it was changed to the Hero's formation that takes the automatic hits. Enjoy! Let me know what you think!












    LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
    1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
    2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
    3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
    4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
    5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
    6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
    7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
    8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
    9. Magical Resistance & Blessed Grove [Part 9/24]
    LINKS TO OTHER FATE UPDATES AND EXTENSIONS
    1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
    2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
    3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
    4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
    5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
    6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
    7. TBD [Part 16/24]
    LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
    1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
    2. TBD [Part 22/24]

    Monday, March 28, 2016

    Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 6 Companies [Part 5/23]


    This post will cover formation that are comprised of 6 infantry companies and will provide images to help determine the proper initial and final location of companies while undergoing the reconfiguration and provide the movement costs associated with the movement.


    WARNING: THIS IS GOING TO BE A LONG POST FOR THE VARIOUS PERMUTATIONS OF CASES THAT NEED TO BE COVERED!


    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 1 (5x2) configuration would require a move distance of 13.21".


    So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 2 (4x2) configuration would require a move distance of 8.98".


    So, it appears that Company 4 has the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to compact 3 (3x2) configuration would require a move distance of 8.98".



    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 3 (3x2) configuration to compact 4 (2x3) configuration would require a move distance of 8.98".



    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 4 (2x3) configuration to column (1x6) configuration would require a move distance of 8.31".


    So, it appears that Company 5&6 have the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 2 (4x2) configuration would require a move distance of 8.98".

    

    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 3 (3x2) configuration would require a move distance of 17.48". This means that a formation with a move value of 6" would require a Heroic Move to perform this reconfiguration move.


    So, it appears that Company 5&6 have the furthest move distance, this means that to reconfigure from Line (6x1) configuration to compact 4 (2x3) configuration would require a move distance of 9.87".



    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Line (6x1) configuration to Column (1x6) configuration would require a move distance of 17.56".


    So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 3 (3x2) configuration would require a move distance of 13.21".


    So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to compact 4 (2x3) configuration would require a move distance of 9.87".



    So, it appears that Company 5 has the furthest move distance, this means that to reconfigure from Compact 1 (5x2) configuration to Column (1x6) configuration would require a move distance of 12.82". Again, this would require a Heroic Move to accomplish this reconfiguration for a formation with a move value of 6".


    So, it appears that Company 3&4 have the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to compact 4 (2x3) configuration would require a move distance of 4.93". It is interesting to note that this is the only reconfiguration for 6 infantry companies that does not require an "At the Double" or Heroic Move.



    So, it appears that Company 4 has the furthest move distance, this means that to reconfigure from Compact 2 (4x2) configuration to Column (1x6) configuration would require a move distance of 11.19".



    So, it appears that Company 6 has the furthest move distance, this means that to reconfigure from Compact 3 (3x2) configuration to Column (1x6) configuration would require a move distance of 10.39".


    SUMMARY (for Infantry Formation Comprised of 6 Companies with Move Value of 6")
    





    LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES


      LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES




      • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
      • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
      • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
      • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
      • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
      • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
      • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
      • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
      • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
      • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
      • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
      • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
      • Using WFMC to Verify Movement Examples [Part 23/23]

      Monday, March 21, 2016

      Updates and Extensions to the Rules for Fates - Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]



      Here are the next set of Fates for Evil Armies. This set provides mostly the point updates that were required to bring them in-line with the others that are available. Enjoy!



















      LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
      1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
      2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
      3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
      4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
      5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
      6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
      7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
      8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
      9. Magical Resistance & Blessed Grove [Part 9/24]
      LINKS TO OTHER FATE UPDATES AND EXTENSIONS
      1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
      2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
      3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
      4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
      5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
      6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
      7. TBD [Part 16/24]
      LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
      1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
      2. TBD [Part 22/24]

        Tuesday, March 15, 2016

        Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 5 Companies [Part 4/23]


        After reviewing several of the older posts for reconfiguring formations, I noticed that the images that were included with the 5 Company reconfigurations were "off". As such, I've decided to revisit this thread of posts and continue to provide clarification and calculations. This post will deal with  Infantry Formations that are comprised of 5 Companies and their associated permutations of reconfiguration and the movement cost associated with those reconfigurations.


        WARNING: THIS IS GOING TO BE A LONG POST FOR THE VARIOUS PERMUTATIONS OF CASES THAT NEED TO BE COVERED!



        For Case 5-1 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 8.98".




        For Case 5-2 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 8.98".




        For Case 5-3 it appears that the worst case movement is Company 3. So reconfiguring in this fashion would require a Move of 4.93".





        For Case 5-4 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 6.41".






        For Case 5-5 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 13.21".




        For Case 5-6 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 9.87".




        For Case 5-7 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 12.82". Oh, now this is interesting ... This means that for a Formation that has a Move Value of 6" the only way to perform this type of reconfiguration in a single round would be to expend Might and perform a Heroic Move.



        For Case 5-8 it appears that the worst case movement is Company 3 or 4. So reconfiguring in this fashion would require a Move of 4.93".




        So, for Case 5-9 it appears that the worst case movement is Company 4. So reconfiguring in this fashion would require a Move of 11.19". For a Formation with Move Value 6" this is still barely doable with an "At the Double!".
        



        For Case 5-10 it appears that the worst case movement is Company 5. So reconfiguring in this fashion would require a Move of 8.31".





        SUMMARIES (for the 5 Company Formation)


















        LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES


          LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES




          • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
          • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
          • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
          • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
          • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
          • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
          • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
          • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
          • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
          • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
          • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
          • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
          • Using WFMC to Verify Movement Examples [Part 23/23]


          Tuesday, March 8, 2016

          Updates and Extensions to the Rules for Fates - Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]


          Now we get to move on to the Fate Updates! Evil gets their turn to obtain the special and new "toys" that the Fates can provide. Just like before, we have updated the point cost and the text to clarify the special rules. You should notice that Morgul Blades has had the static value of 4 changed to be a +2 bonus (that way it is more useful for those two-handed armed formations) and has had its points changed to be based upon the total number of companies within the formation - not just a flat cost. Also, Dark Shrine has been updated to be similar in rules to the Seat of Ancient Power Fortune, but it has a little additional boost, as well. And finally, there is Entslayer - which will provide the same role as Dragonslayer and Monsterslayer from the last post.



          Everyone enjoy! Sorry I didn't get to post last week ... I've started a new "real life" job and it has been pre-occupying my time!
          \









          LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
          1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
          2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
          3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
          4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
          5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
          6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
          7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
          8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
          9. Magical Resistance & Blessed Grove [Part 9/24]
          LINKS TO OTHER FATE UPDATES AND EXTENSIONS
          1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
          2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
          3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
          4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
          5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
          6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
          7. TBD [Part 16/24]
          LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
          1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
          2. TBD [Part 22/24]

          Friday, February 26, 2016

          Updates and Extensions to the Rules for Fortunes - Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer, & Monsterslayer [Part 8/24]

          Here are the final set of Fortune Updates that have been made. There have been point adjustments to the remaining set of existing Fortunes and 2 new ones that have been added as well: Dragonslayer & Monsterslayer. I must say - I am rather excited about all these Fortunes and how they have turned out!


          Last, but not least, is the crown jewel of Fortunes: Monsterslayer.


          There we have it! Any thoughts or ideas or suggestions?

























          LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
          1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
          2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
          3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
          4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
          5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
          6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
          7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
          8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
          9. Magical Resistance & Blessed Grove [Part 9/24]
          LINKS TO OTHER FATE UPDATES AND EXTENSIONS
          1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
          2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
          3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
          4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
          5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
          6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
          7. TBD [Part 16/24]
          LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
          1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
          2. TBD [Part 22/24]

          Tuesday, February 16, 2016

          Updates and Extensions to the Rules for Fortunes - Inner Glory, Song of Elberth, Blessing of Galadriel, & Wise Counsel [Part 7/24]

          It seems like I have gotten so busy lately that I haven't had the time to get my Blog Posts put up. Hopefully after the next two weeks things will begin to settle again and I will have the time and the ability to "get back on track". Similar to the last set, the next set of Fortunes contain nothing "new" but only some clarifications and edits to the Special Rules associated to them. The biggest change is for the Blessing of Galadriel Fortune, where the maximum blessing receivable is 2 instead of 3 Might Points. Otherwise, it seems like these were actually pretty close when they were originally written!



          So, there we have it ... let me know what you think?!?































          LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
          1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
          2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
          3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
          4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
          5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
          6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
          7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
          8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
          9. Magical Resistance & Blessed Grove [Part 9/24]
          LINKS TO OTHER FATE UPDATES AND EXTENSIONS
          1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
          2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
          3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
          4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
          5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
          6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
          7. TBD [Part 16/24]
          LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
          1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
          2. TBD [Part 22/24]

          Tuesday, February 2, 2016

          Updates and Extensions to the Rules for Fortunes - Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]

          The next set of Fortunes, once again, contain nothing "new" but only some clarifications and edits to the Special Rules associated to them. The biggest change is for the Desperate Heroics Fortune, where the value was changed from returning all starting Might Points to returning a maximum of +4 - up to the starting value. Likewise, the Untained Palintir has is ability to adjust priority rolls to include adjusting the roll up or down, now - this allows it to have its fully intended function of helping to determine "who wins priority for the round". After all, always winning the priority roll may not always be the most strategic desired outcome of the roll. The remaining edits are fairly small and provide clarification.




          So, there we have it ... we are definitely making some good head-way through the list of Fortunes. Let me know what you think?!?































          LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
          1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
          2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
          3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
          4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
          5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
          6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
          7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
          8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
          9. Magical Resistance & Blessed Grove [Part 9/24]
          LINKS TO OTHER FATE UPDATES AND EXTENSIONS
          1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
          2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
          3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
          4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
          5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
          6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
          7. TBD [Part 16/24]
          LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
          1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
          2. TBD [Part 22/24]