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Clan Skyre army list
Topic Started: 16th October 2005 - 02:34 PM (1,747 Views)
Markpieter
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Thanks for the comments.

With the Automatons I DID mean slaves with a 1+ save, as they are fully armored robots with the profile of a slave. So that means you have a fully armoured model, that cannot fight very well. Maybe it will be better by adding a rule that if you roll a '1' to hit, the models malfuntions, and is removed from play.

Ratphink is right about the stormvermin with the stormvermin. They will have some kind of 40K 'power weapons' with instead of an in-build power device, a battery on their back. The standard bearer is compulsatory, because he can 'catch' lightning etc. to power the batteries.

Of the poisoned wind globe thrower, I did mean bolt thrower, but if they cannot misfire, it isn't skavenish, so it doesn't come in the list.

Techvermin 10pt/model
M:5 WS:4 BS:3 S:3 T:3 W:1 I:4 A:1 LD:6

Unit: 10+
Weapons and armour: Battery powered electric weapons and light armour

All champion upgrades etc.
Mayb have warplock pistols (+5pts) and/or bionic arms (+1S) +4 pt, smoke launchers (+3 pt may roll 3d6 for fleeing, discard the lowest), bionic eyes (+4 pt +1 to hit rolls) and mobile flamethrowers (counts as CD blunderbuss, 2 pt/model, roll if you shoot for the whole unit, if 1, each model takes a S3 hit.)
May have weapon team upgrades like stormvermin and clanrats
You may either take warplock pistols or mobile flamethrowers, but not both.

Electric weapons: These are weapons, that get their electric powers from the batters, which suck energies from the air. In close combat, the batteries and weapons are activated, and they strengthen their wielders. Roll a dice for the unit at the start of every close combat round. On a roll 1 the unit fails to handle the energies of their weapons and suffers d3 wounds with strength 6. On a roll 2-3, the unit gets minor electricy from the air and gains +1 strength for one combat round. On a roll 4-6 the unit gets +2 strength for one combat round.


Robotic clan skyre rat ogres/bonerippers is a good idea. Just normal bone ripper rules, only in units?

Sorry for the Doomsday devices and the Cloning vats. Just weird idea, but the Rare section seemed so empty.
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Ratphink
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The Unlovable Lurker

Drop the killing blow with the Techvermins bionic, but keep the strength. Killing Blow would imply that they can cleave a head off their shoulders with a single swipe of their arms. Not a very likely thing with only strength 4[I'm adding the +1 strength here].

The fearless thing seems to be a bit debatable. As some skaven would be scared that these smaller weapons are gonna blow their arms off, where as when the Doomwheel blows up, I doubt the riders gonna live long after it. *Grins*
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Phink, Phank, Phonk, etc.- Ratphinks various split personalities

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Baraduribagugar
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About the automaton robots. Would they make a little blow when they die? I mean, when an automaton is killed it makes 1 strength 2 hit.
Or would the whole unit have an option to blow itself in combat. If there's 20 automatons in the unit it would make as many blows as it has models in the unit. Or it would make 10, which is half of unit's strength.

Here's my idea for Techvermin. You may keep those upgrades what they have now cos I really can't make up so much things like bionic arms and mobile flamethrowers.

Techvermin points:10

M:5 WS:4 BS:3 S:3 T:3 W:1 I:4 A:1 LD:6

Weapons and armour: Battery powered electric weapons and light armours
Unit: +10

Electric weapons: These are weapons, that get their electric powers from the batters, which suck energies from the air. In close combat, the batteries and weapons are activated, and they strengthen their wielders. Roll a dice for the unit at the start of every close combat round. On a roll 1 the unit fails to handle the energies of their weapons and suffers d3 wounds with strength 6. On a roll 2-3, the unit gets minor electricy from the air and gains +1 strength for one combat round. On a roll 4-6 the unit gets +2 strength for one combat round.
tehtentacle
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Why_Not?
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Good stuff there for the Techvermin. Seems balanced without the upgrades. Maybe add a clanrat unit that you can upgrade with like bionic arms, legs, and some sort of special weapon. Sort of like what the Hell-Pit (Moulder) list has with the Rat Ogres, sort of "Test-Rats".
The profile could be something like this:

Test-Rat (Cant think of name at moment) Pts/model: 2
M-5 WS-2 S-2 T-3 W-1 I-4 A-1 LD:6 (Same as a slave)

Weapons and Armour: Hand Weapon and Light Armour
Unit Size: 15+

Options:
The unit must be equipped with ONE of the following upgrades:
Mechanized Arm (+1 Str)- +3 pts/mpdel
Mechanized Legs (+1 Mv or +1 I)- +3 pts/model
Mechanized Chest (+1 T)- +4 pts/model
Brain Controlling Device (Immune to Psych)- +4 pts/model

May also have a metal tail (+1 Atk)- +2 pts/model

Special Rules:
Malfunction:
Since these are just prototypes they are known to blow-up. At the start of every skaven turn roll a D6 on a 1, one model is blown to pieces or dies from the warp-stone energy.
Warp-Stone Energy:
These "upgrades" are powered by Warp-stone, and the energy caused by warp-stone may both benefit and hurt the skaven using them. All attacks count as magical. For every model killed in combat the skaven player rolls a D6 on a 4-6 the model that is responsible for the death takes 1 str5 hit. At the end of the game roll a D6 for each SURVIVING model on a 1 it dies and the opponent takes victory points as normal.
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Ratphink
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Alrighty, that's it. I couldn't resist. Bring in the toys! Come on... you guys saw this coming. *Grins*


Teddiez

The twisted toys made be Clan Scrapsnik during the Civil War have quickly become a new tool of destruction produced and sold by Clan Skyre[after stealing the designs from the would be experimentor of course].

0-2 Unit
M:5 WS:2 BS: 2 T:4 W:1 I:1 LD: 10
Pts: 30 per model
Unit Size: 10-20

Special Rules:
Skirmishers

Immune To Psychology: As they're just little toys, they have no emotions. Only a mission. To destroy.

Volatile: The toys explicit purpose is to explode on contact. Should the toy run into anything, even another toy, that toy blows up. Place a blast template over the toy, anything partially covered is hit on a 4+. All models hit are struck by a strength 5 hit, that count as a fire attack for the purpose of Flamable.

Falty: As tools designed by skaven they tend to come with a few bugs. Roll a D6 at the start of your turn. On a roll of 1-2, roll another D6 and consult the chart below. 4-6 nothing happens.

1: A toy explodes and may cause a chain reaction. Select a random toy and a place a blast template over him. Resolve blast as normal. Any toys destroyed in this manner also blown up. Repeat until none are blowing up.

2-3: Malfunction in the gears. The toys don't move this turn.

4-6: Half the unit[rounded down] stumble in a random direction. For each toy, roll a scatter die and two D6's. Move the toys the amount of inches indicated by the two D6's in the direction of the scatter die.
Bod... err... I mean UB!
 
Phink, Phank, Phonk, etc.- Ratphinks various split personalities

Award for the Worst joke ever goes to... THRASKITAR for the following:
"Thraskitar
 
Now, now, everybody, let's not lose our heads over this... wink.gif *wink-wink*
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Markpieter
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I like the electrical weapon upgrade and the test-rat, but the teddiez, hmm, i don't know. :unsure:

But about exploding suicide models, that could do.

Clockwork rats 50pt/model 2 for 1 special
M Ws Bs S T W I A Ld
6 2 0 3 4 1 5 1 5

Equipment - none

Special rules: Immume to psychology.
Walking bomb: The clockwork rats are only good for one thing: Bringing death to the enemy. If the model is slain, roll a D6 and consult the chart below:
1 - no boom - no think happens, the model is slain.
2 - small boom - the all model in base contact take a S2 hit.
3-5 -medium boom - center the 3" template over the model, all models beneath take a S4 hit.
6 BIG BOOM! - Center the 5" template over the model, all models beneath take a S4 hit.


Another mad idea:

Mind Controlling device 100 pt magic item for skaven warlord. no grey seers then.

Bound spell, power level 5

At the start of you own turn, you may take any unit not led by a character.
Enemy units - The enemy unit and the character must both take a LD test. If the character passes it, but the enemy unit doesn't, nothing happens. If the character and the unit both passes it, the enemy unit may not move this turn, if the character passes his test, and the enemy unit doesn't, roll a D6
1-2 - mind war - all models take a S3 hit with no armour saves allowed.
3-5 - mind controll, you may move and shoot with the unit this turn if it was you own.
6 - roll agian, if you roll a 6 once more, the character is automatically killed.

You can also use this power on you own units, they then get +1 to their to hit roll, and may use the leadership of the character. This requires no Ld test.



I also have edited the techvermin a bit.

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Baraduribagugar
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An idea for non-magical warlock (or automail master as I call it) and items for clan skryre's armoury.

Points: 45p

M:5 WS:4 BS:3 S:3 T:4 W:2 I:4 A:2 LD:5

Weapons: hand weapon

Options:
May have all of the following upgrades, ecxept bio-mechanic arms. The model can't have big and medium arms. Only medium and lesser arm or greater and lesser arm are allowed in same model.
Warplock pistol (10p), Bio-mechanic arm (Medium 20p, Greater 25p, lesser 15p), targeter (8p), alchemical warpstone bands (20p), Electric batter belt (10)

Armoury

Lesser bio-mechanic arms
Roll d6 in close combat. On roll 1 these arms make d3 strength 2 hits to it's wielder. On a roll 2-3 the enemy has -1 hitting, when attacking the automail master. On a roll 4-5 these arms make d6 strength 2 attacks against enemy. On a roll 6 these arms make 2d6 strength 2 attacks against the enemy.

Medium bio-mechanic arms
The wielder has +1WS and +1S. Roll d6 in close combat. On a roll 1 the arms make d3 strength 3 hits to it's wielder. On a roll 2-5 the arms make d6 strength 3 attacks against the enemy. On a roll 6 the arms automatically slays two enemy models, these attacks cannot be used against characters or models bigger than man-size.

Greater bio-mechanic arms
The wielder has +1WS and +2S. Roll d6 in close combat. On a roll 1 the arms make d3 strength 4 hits to it's wielder. On a roll 2-4 the arms give 4+ save to it's wielder. On a roll 5 the arms give 3+ save to it's wielder and make d3 strength 6 attacks against the enemy. On a roll 6 The arms give 1+ save to it's wielder and makes d6 strength 5 attacks against the enemy.

Targeter
This can be attached to warplock pistol. It makes the pistol easier to fire, so it gives +1BS

Alchemical warpstone bands
These armbands give 6+ save to it's wielder and the wielder can use the bands once in a turn in shooting phase to fire deadly alchemical powers to enemy units. The player can choose, how to use the bands. There are two choices. The bands can be used normally. When used normal the bands powers have range of 10 cause d6 strength 4 hits to one enemy unit. Or the bands can be used with warpstone boost. When used with warpstone power the bands have range of 12 and make 2d6 strength 3 hits. If any 1s are rolled when rolling the hits with warpstone power they cause wound to the wielder, no armour saves allowed.

Electrical batter belt
This belt boosts the powers of the alchemy bands. When the bands are used the player may choose to boost the powers of the bands's hits. To do this roll d6. On a roll 2-4 nothing happens. On 5+ the belt works and bands's hits have +1 strenght (ex. the warpstone powered hits would have strength of 4). If 1 is rolled the belt blows up and cannot be used for the rest of the game, and also makes one strength 5 hit to it's wielder.
tehtentacle
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Why_Not?
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This is how a skyre army should be....VERY UPGRADEABLE. So i picture an army list something like this.

Lord:
Master Engineer *
Warlord

Hero:
Warlock Engineer
Automail Master
Chieftan

Core:
Clanrats (Mainstay)
Rat Swarms (Maybe some mechanical upgrade?*)
Stormvermin
Test-Rats
Slaves
Units of Ratling Guns and Warp-Fire Throwers*


Special:
Clockwork Rats 1-3 as single choice
Techvermin
0-1 Teddiez (Coul resist adding)
Mechanical Skrye Rat Ogres*
Jezzails (Maybe stronger form*)

Rare:
Warp-Lightning Cannon (1-2 Single Rare)
Some sort of skaven captured Steamtank*
DOOMWHEEL

*stands for needs some sort of rules.

Fairly balanced....someone want to write up magic items and wat-not.
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Baraduribagugar
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Warp-lightning cannons should be special -_-

And I think that ratswarms can never have anything mechanical...
tehtentacle
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Grey seer White Paw
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Warlord of 7th Tactics!
ooo and a new weapon team! something like the cd's rocket launcher cept more skaveny so obviously some thing like

damage: small template strength 5 causes panic
Range 48"

Misfire chart
1: the rocket gets stuck in the barrel, place the small template over the weapon team and ressolve d6 strength 4 damage
2: the rocket leaves the port but falls short, place the template d6 infront of the team and resoolve damage as normal
3: the rocket gets scattered
4: the rocket loses speed and only does strength 2 damage
5: the rocket hist the target but fails to detonate properly, only the model under the centre of the template is damaged
6: the rocket hits home and explodes spectacually, blinding all troops nearby (within 6") blinded troops are at -1 to ws and bs.

what do u think seeing as its quite powerful i was thinking of maybe 80 pts and make them 0-2 choiices?
GW, sucking the fun out of the hobby since 1999.

Never worry. Worst case scenario you die, and then there was no point worrying anyways.

Skaven repaint overhaul Number 5! (2/5th complete)
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Baraduribagugar
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Grey seer White Paw
Oct 20 2005, 02:47 PM
ooo and a new weapon team! something like the cd's rocket launcher cept more skaveny so obviously some thing like

damage: small template strength 5 causes panic
Range 48"

Misfire chart
1: the rocket gets stuck in the barrel, place the small template over the weapon team and ressolve d6 strength 4 damage
2: the rocket leaves the port but falls short, place the template d6 infront of the team and resoolve damage as normal
3: the rocket gets scattered
4: the rocket loses speed and only does strength 2 damage
5: the rocket hist the target but fails to detonate properly, only the model under the centre of the template is damaged
6: the rocket hits home and explodes spectacually, blinding all troops nearby (within 6") blinded troops are at -1 to ws and bs.

what do u think seeing as its quite powerful i was thinking of maybe 80 pts and make them 0-2 choiices?

Just a question, how can it misfire?
tehtentacle
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Skaven Lord Vinshqueek
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Bunny ear says flop

Roll a 1 to hit? ;)

Greetz
In the Horned One we trust, all others we monitor.

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Skaven track record [W/D/L] @ 17th of August, 2014: BB 34/19/55; MH 9/2/6; WHF 17/8/30
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Markpieter
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Quote:
 
Warp-lightning cannons should be special 

That's why people say skyre is cheesy and complain about SAD armies.
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Baraduribagugar
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We must have our funnies... but what am I to say this -_-

tehtentacle
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Ratphink
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The Unlovable Lurker

Quote:
 
And I think that ratswarms can never have anything mechanical...


Anything can be mechanical in skyre. And to prove it :D

Mechanical Rat Swarms
Same Stats
Count as Scouts

What better tool to spy on the enemy then rats. B)

Now say it with me everybody. We can do anything if with believe!

Not meant to be an attack on ye dude, but merely showing a point.
Bod... err... I mean UB!
 
Phink, Phank, Phonk, etc.- Ratphinks various split personalities

Award for the Worst joke ever goes to... THRASKITAR for the following:
"Thraskitar
 
Now, now, everybody, let's not lose our heads over this... wink.gif *wink-wink*
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