| The Clan Skryre List; Here it...is? | |
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| Tweet Topic Started: 27th February 2006 - 09:30 AM (1,105 Views) | |
| Warwolt the disturbed assassin | 2nd March 2006 - 08:39 PM Post #16 |
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D00M WH33L 1337 R1D3R
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okay, sofar we got this on the wishlist: Heroes/Lords: Classic Warplock Engineers with greenbeam-staff ( )Supa-powered-up Lord-Engineers ( )Supa-powered-up Lord-Engineer wannabes ( :rolleyes: ) Empire Master Engineer-Themed Warplock (reroll for machines, and bigger bom )Core: Classic Slaves and Clannies (still Mainstay) Self-Exploding thingie (:blink:) Mech Ratogre ( )New weapon teams Special: ?? ( )Rare: Dooooooooom-Wheel of doom ( )Rat Tank of doom Magic Items: Laser Swords (:wacko:) Power Fist Servo Arms Mech Familliar lots-of-more-looted-40k-bitz-for-teh-nerd-to-convert-with ( Yay :lol: ) So, are we on this project or am i just dreaming alone :ph43r: Maytehtechliveon |
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Baanaaanaaaanaaaanaaanaaanaaaa For the Monkey Boy, Boys! | |
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| Skittin Warpchoker | 2nd March 2006 - 10:24 PM Post #17 |
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Snaillyfish!!! w00t!!!!!
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i'm in, dunno about the others... well, i can't back out since i offered the idea of a forum project
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| meowser | 2nd March 2006 - 11:29 PM Post #18 |
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Cantankerous Malefactor
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here is what I'd like to see LORDS: Master Engineer (as in appendix), Warlord (with new skyrish upgrades) HEROES: Warplock Engineers, Cheiftains (again cool upgrades), Augmented RO Brain-Tranplant CORE: Warriors, Slaves, Globadiers, Jezzails, Rat Swarms, Globadiers w/ warplock pistols + hw, upgradeable to brace and LA, Stormvermin SPECIAL: Warp Lightning Cannon, Upgraded skirmishing Waplock Pistoliers w/ WS/BS 4 and I 5, and Ld6 (and bionic body which counts as Hvy Arm.), Giant Rat Packs RARE: Doomwheel, Augmented Rat Ogres (as Hellpit) (not 0-1), Gutter Runners NEW CLOSE COMBAT WEAPONS TEAM: Rautomaton + Engineer Adept, or Adept + funky mobile cutty-machine the special unit is inspired by Veskit from Mordheim, as the upgrades for warlords and cheiftains are character upgrades Warpsteel Skeleton (think veskit/wolverine from xmen, 5+ AS) warplock pistol brace Warpstone lens (reroll failed shooting misses) Bionic legs (m7, 3d6 pursuit, 3d6+1 flee) Bionic Arm (+1S in CC) Rewired Reflexes (always strike first) Heart of Steel (unbreakable) Implanted Appendage (+1 A) lemme know what you think I think that to justify an all-skryre list (I am of the belief that the core list captures a Skryre-dominant horde), non-shooty stuff needs to balance the list so its just just a lvl4 engineer and 4 wlc fighty stuff includes as extra cc upgrades for fighty heroes, skirmishers w/ pistol braces (2 s5 hits on charge is comparable to PCB's), augmented RO's, a CC weapons team any other ideas? i envision the eshin skirmies as mini-veskits... kitted out gutter runners basically |
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In victory, thy glory on earth In death, thy glory in heaven Arise, therefore, Warrior With thy Soul ready to fight!
Looking to join a small, casual gaming crew in the tri-state area? PM me! | |
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| RandommaN | 3rd March 2006 - 01:42 AM Post #19 |
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Warlord
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I think the augmented rat ogers should be special, not core did these with Avian's 'Design a Unit' (points cost is for regular pistol, so probably bump it up a bit, unit size was ment to br 10+ but this didn't feel right) Warplock Pistoleers (Core) M WS BS S T W I A Ld 5 3 3 3 3 1 4 1 5 Cost: 8pts/model Unit size: 5-10 Equipment: hand weapon, Warplock pistol Options: promote one to a champion (name?) for +10 pts (+1A) Special Rules: Skirmishers, reliable also what about warp-rockets (re:warpspawn), as a wepon team? |
| “O! many a shaft, at random sent, Finds mark the archer little meant! And many a word, at random spoken, May soothe or wound a heart that's broken!" - Sir Walter Scott | |
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| Warwolt the disturbed assassin | 3rd March 2006 - 06:54 PM Post #20 |
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D00M WH33L 1337 R1D3R
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hm... looks good Just a little courius about the CC-Weaponteam. What would it look like? Might give it try just to see how crazy it will be hehe ... heh ![]() Warppowered Rotating-Blade This machine is carried by two skavens, one holding the Warpstone battery powering the sharped blades attached on a small engine on the front spinning around at a very high speed being able to cut right trough the enemy lines. Weapon Team:The Warppowered Rotating-Blade is a weapon team and therefor counts as a Warmachine. Skirmisher: By not walk around in a bigger unit, the weapon team can keep a good eye on the world around them. Because of this, the Warppowered Rotating-Blade have a 360 line of sight and counts as a Skirmisher Cavalery Base: Sorry, dont got the army book here right now so i cant copy this rule... aint home you see. Writing this after a week skiing ^^ Rotating Blades: The Warppowered Rotating-Blade - not like the other weapon teams that is used from distance - is a device built to support the main warroirs in Close Combat. Whenever The Warppowered Rotating-Blade charges into an enemy unit, the normal rules for CC apply. The Warppowered Rotating-Blade tough, can only attack the model in front of it. And always hit on a 4+ with a S4 hit. For every causulite the enemy unit takes The Warppowered Rotating-Blade can continue forward into the unit one rank. So he comes into base-to-base contact with next model. Continue like this untill the charge-range ends, there is no more ranks to cut trough or you roll a 1 to hit. If you roll a 1 to hit, roll a D6 and look the result on the Missfire-Table. Warppowered Rotating-Blade Missfie-Table: 1-2: A pieace of the enemys teeth gets stuck in between the rotating blades. Without being able to move the blades, the engine overheats and explode in a green smelly smoke. The Weapon team is removed and any model in base-to-base contact (Friend or foe) takes a S3 hit with no AS allowed. (overpowered?) 3-4: One of the rats holding the blade up gets bored of cutting trough enemy lines and wonders what could happen if you cut some of the ground instead. Grass, Mud and smoke flies up in the air, while the blades goes down. The weapon team doesnt attack any models next combat round and will not be able to cut trough enemy ranks untill after atleast one more model have been killed to represent that the blades is trying to regain there speed while still chopping up meat. 5-6: Something from the enemys flesh seems to not like this cutting-machine from skryre and has decided to keep sitting on one of the blades, wich result in the blade slowing down the rotating speed. The weapon team stops cutting trough the units ranks next combat round. Warwolt the engineer
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Baanaaanaaaanaaaanaaanaaanaaaa For the Monkey Boy, Boys! | |
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| Warwolt the disturbed assassin | 5th March 2006 - 09:10 AM Post #21 |
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D00M WH33L 1337 R1D3R
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unactivety is bad. V3 on the machine, and a renewed army list. Warppowered Rotating-Blade This machine is carried by two skavens, one holding the Warpstone battery powering the sharped blades attached on a small engine on the front spinning around at a very high speed being able to cut right trough the enemy lines. Weapon Team: The Warppowered Rotating-Blade is a weapon team and therefor counts as a Warmachine. Skirmisher: By not walking around in a bigger unit, the weapon team can keep a good eye on the world around them. Because of this, the Warppowered Rotating-Blade have a 360 line of sight and counts as a Skirmisher Cavalery Base: Sorry, dont got the army book here right now so i cant copy this rule... aint home you see. Writing this after a week skiing ^^ Rotating Blades: The Warppowered Rotating-Blade - not like the other weapon teams that is used from distance - is a device built to support the main warroirs in Close Combat. Whenever The Warppowered Rotating-Blade charges into an enemy unit, the normal rules for CC apply. The Warppowered Rotating-Blade tough, can only attack the model in front of it. And always hit on a 4+ with a S4 hit. For every causulite the enemy unit takes The Warppowered Rotating-Blade can continue forward into the unit one rank. So he comes into base-to-base contact with next model. Continue like this untill the charge-range ends, there is no more ranks to cut trough or you roll a 1 to hit. If you roll a 1 to hit, roll a D6 and look the result on the Missfire-Table. Sharped Warpblades: The rotating blades on this mad skryre machine is not regular weapons made of steal. But pure sharped warpstone, and when rotating at that high speed they melts down anything it touches rather than cut trough whatever comes in contact with it. Anything that is hited by the Warpowered Rotating-Blade have a -2 armour save modifier Hard Hitted: It is imposible to try launch an attack against the machine while the blades are spinning, any model that is in front of the Warppowered Rotating-Blade cannot attack. But any other model in Base-to-Base contact can attack as normal. Warppowered Rotating-Blade Misfire-Table: 1-2: A pieace of the enemys teeth gets stuck in between the rotating blades. Without being able to move the blades, the engine overheats and explode in a green smelly smoke. The Weapon team is removed and any model in base-to-base contact (Friend or foe) takes a S3 hit with no AS allowed. (overpowered?) 3-4: One of the rats holding the blade up gets bored of cutting trough enemy lines and wonders what could happen if you cut some of the ground instead. Grass, Mud and smoke flies up in the air, while the blades goes down. The weapon team doesnt attack any models next combat round and will not be able to cut trough enemy ranks untill after atleast one more model have been killed to represent that the blades is trying to regain there speed while still chopping up meat. If you roll a misfire next combat round, the crew gets a S3 hit, because of the blades starting to go backwards untill they could fix it. 5-6: Something from the enemys flesh seems to not like this cutting-machine from skryre and has decided to keep sitting on one of the blades, wich result in the blade slowing down the rotating speed. The weapon team stops cutting trough the units ranks next combat round. The Mad Crazy Skryre List Lords: Master Engineer Skryre Warlord Heroes: Warpstone Mage Skryre Technician Skryre Chieftain Core Units: Clanrats Clanrat slaves Poisoned wind Globadiers Jezzail Teams Special Units: Warplock Pistolers Giant Rats Bikerats (cavalery) Rare Units: Mechanic Rat ogre Doom wheel |
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Baanaaanaaaanaaaanaaanaaanaaaa For the Monkey Boy, Boys! | |
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| Warwolt the disturbed assassin | 6th March 2006 - 05:58 AM Post #22 |
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D00M WH33L 1337 R1D3R
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meh, a whole dat without posts, common. Comment atleast
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Baanaaanaaaanaaaanaaanaaanaaaa For the Monkey Boy, Boys! | |
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| Skittin Warpchoker | 6th March 2006 - 02:24 PM Post #23 |
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Snaillyfish!!! w00t!!!!!
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looks good, looks very good.... i was away this weekend, so i couldn't post.... i'll give my penny sometime this week..... |
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| Warwolt the disturbed assassin | 7th March 2006 - 06:30 AM Post #24 |
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D00M WH33L 1337 R1D3R
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oh, and with Jezzails as Core, i have tought about a limit for that one. Say, you can one unit Jezzails for each Engineer in your army? And limit that "team" to maybe 6 models? So if you want more Jezzails, you need more Technicans |
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Baanaaanaaaanaaaanaaanaaanaaaa For the Monkey Boy, Boys! | |
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| Sammy the Squid | 7th March 2006 - 08:39 AM Post #25 |
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Back to retirement!
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To be honest with you, one of the main things that got me interested in skaven was the wackyness of clan skryre. That and Rat ogres. But Skryre mostly. And thats why its always annoyed me that to field a skryre list, many people cry cheese... So I reckon a balanced list would be great! But why is all skryre stuff shooty? we need more Doomwheel type things, and some sort of combat warp-blade (not the one engineers have!)... Also I reckon there should be another spell that engineers can cast. Having a unique spell would be great... @ warwolt: you left the WLC out of the list Entaro Adun |
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"If the squidman can't do it, no one can!!" Wins/Losses/Draws Skaven Clan Rattenkrieg - 108/58/20 Dark Elves - 44/14/8 Hochland Empire - 33/14/4 Malkavian Vampires - 23/22/4 Beastmen - 50/25/2 Have not completed a Painting Vow since July 07!! | |
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| Warwolt the disturbed assassin | 8th March 2006 - 03:30 PM Post #26 |
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D00M WH33L 1337 R1D3R
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sorry, doesnt like the warp-pipe so i left it out for a reson (J/K) ![]() heres a new unit: Skryre Technican M_Ws_S_T_W_I_A_Ld 5_4_5_3_3_2_4_1_6 Special Rules: Technician: During your own shooting phase you may reroll any dices for him and the unit he has joined with. Is you roll a misfire, use a -1 modifier on the dice used to determy damage on the Misfire-table. Options: May be given Poisoned Wind Globes for +15pts if joined Poisoned Wind Globadiers May be given Warp Pistol for +10pts if joined a Pistoler Unit May be given Jezzail Rifle for +15pts if joined a Jezzail Team unit Sofar done on the list: The Mad Crazy Skryre List Lords: Master Engineer <-- to be done Skryre Warlord <-- to be done Heroes: Warpstone Mage [X/Warlock Engineer with new name] Skryre Technician [DONE]Skryre Chieftain <-- to be done Core Units: Clanrats [X] |-Warpfire Thrower,Ratlinggun,Warppowered Rotating-Blade Clanrat slaves [X] Poisoned wind Globadiers [X] Jezzail Teams [X] Special Units: Warplock Pistolers [DONE] Giant Rats [X] Bikerats (cavalery) Rare Units: Warp-Lightning Canon [X] Mechanic Rat ogre <-- to be done Doom wheel [X/Need new one?] everything marked with a [X] mean that the rule already exists :ph43r: Marked all new stuff with green text |
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Baanaaanaaaanaaaanaaanaaanaaaa For the Monkey Boy, Boys! | |
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| Skittin Warpchoker | 9th March 2006 - 02:35 PM Post #27 |
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Snaillyfish!!! w00t!!!!!
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discussed this rule with warwolt, and he agrees that this is a fun n fluffy rule Self Destruct Collar: for an additional +3 points, slaves can be equipped with this collar. The collar increases the ld value of the slaves by 1. If they flee and do not rally in the subsequent round, the blow up dealing d6 s8 hits to all units within 6". The opponent receives full victory points for the unit. |
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| Mormeguil | 10th March 2006 - 02:18 AM Post #28 |
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baby nurgle
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A nice spell for clan skyrke would be something that allowed any skyre units too shoot again or maybe make another melee attack. 2 shot of WLC in a turn, ralting, etc. etc. |
| I have a few bare metal dark elf model for sale, if interested pm me. | |
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| Warwolt the disturbed assassin | 10th March 2006 - 05:03 PM Post #29 |
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D00M WH33L 1337 R1D3R
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i am very well willy to show you a quote of the master engineer himself
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Baanaaanaaaanaaaanaaanaaanaaaa For the Monkey Boy, Boys! | |
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| squeekenator | 11th March 2006 - 02:32 AM Post #30 |
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Chieftain
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It doesn't use everything that people have suggested, but I've made my own Skryre army. Here it is: Lords: Warlock Masters Mech Warlords – 130pts M: 6 WS: 6 BS: 4 S: 5 T: 5 W: 3 I: 5 A: 4 Ld: 7 Weapons: Hand weapon Options: May take up to 100 points of magic items from the Common or Skaven lists and/or extra implants (see below). May take a great weapon (+12pts), an additonal hand weapon (+9pts), a halberd (+9pts), a warplock pistol (+15pts, +20 for two) or a warpfire pistol (+15pts) Special Rules: Construct Heroes: Warlock Engineers Mech Chieftains – 80pts M: 6 WS: 5 BS: 4 S: 5 T: 5 W: 2 I: 4 A: 3 Ld: 6 Weapons: Hand weapon Options: May take up to 50 points of magic items from the Common or Skaven lists and/or extra implants (see below). May take a great weapon (+9pts), an additional hand weapon (+6pts), a halberd (+6pts), a warplock pistol (+15pts, +20 for two) or a warpfire pistol (+15pts) Special Rules: Construct Core: Clanrats Slaves Poisoned Wind Globadiers (up to 2 units for every Clanrat unit in the army) Stormvermin Stormvermin may have bionic body parts at +5pts per model. These are harder to destroy than flesh and bone, and as such the Stormvermin gains +1 Toughness. Techrats – 11pts M: 5 WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 4 A: 1 Ld: 5 Techleader M: 5 WS: 3 BS: 4 S: 3 T: 3 W: 1 I: 4 A: 1 Ld: 5 Weapons: 2 Warplock Pistols Unit Size: 5-10 Options: Upgrade one Techrat to a Techleader for +10pts Upgrade the team to a Test Team at +4pts per model. Test Teams are Special choices. They can be equipped with Skryre Shotguns, Warpstone Launchers and/or Cutty Things. Each member of the team may have different weapons. Special Rules: Skirmishers Jezzails (the first 2 units are Core, any units after that are Special) Special: Warp-Lightning Cannons Augmented Rat Ogres These are bought in packs in the same way as Rat Ogres. They follow the same rules as Boneripper and cost the same amount of points. They have no Packmasters. Test Teams (see above) Rare: Warp Dragons – 300pts M: 6 WS: 4 BS: 4 S: 6 T: 6 W: 6 I: 4 A: Special Ld: 10 Weapons: Mouth-mounted warpfire thrower Options: May upgrade the warpfire thrower to a warp-lightning cannon at +30pts May add up to 2 ratling guns at +20pts each Special Rules: Construct Iron Plating: The Warp Dragon has a 2+ armour save. Massive: The Warp Dragon may move and fire all its weapons in one turn. In close combat, all enemy models within 2” of it suffer a S6 hit that causes d3 wounds as its huge claws flail around. However, its size means that enemies can safely shoot it when it is in close combat. Terror: The Warp Dragon causes Terror. Unbreakable: The Warlock Engineer iniside the Warp Dragon is supremely confident of his machine’s ability to protect him, and is therefore Unbreakable. Warlock Engineer: The Warlock Engineer inside the Warp Dragon is capable of casting spells through a small opening in the Dragon’s head. Therefore, the Warp Dragon counts as a level 2 Wizard who always has only the Warp Lightning spell. Machine: The Warp Dragon can cast spells and shoot even if it is in close combat. Construct Rat Tanks See the rules on GW’s website. Doomwheels See the rules on GW’s website. Defence Robot – 60pts M: 4 WS: 3 BS: 3 S: 5 T: 5 W 3 I: 1 A: 2 Ld: 10 Weapons: Massive fists Unit Size: 1-3 Special Rules: Bodyguard: You may take 1 Defence Robot as a bodyguard for a Warlock Engineer or Warlock Master. If you do so, it does not take up a Rare choice. The character and Defence Robot are treated as a unit. If the Warlock is charged, he may choose to Flee! while leaving the Defence Robot in the battle Construct Unbreakable: The Defence Robot is a mindless automaton, and is therefore Unbreakable. Attack Robot – 80pts M: 4 WS: 3 BS: 3 S: 6 T: 5 W: 3 I: 1 A: 3 Ld: 10 Weapons: Hammer fists (count as 2 close combat weapons) and warpfire thrower Unit Size: 1-3 Special Rules: Construct Unbreakable: The Attack Robot is a mindless automaton, and is therefore Unbreakable. Construct: Constructs are incredibly hard to kill. They are immune to Killing Blow, Poisoned Attacks and any attack that does not affect unliving models. Their Toughness is treated as being 1 higher for the purposes of being able to wound them (for example, a Construct with Toughness 5 cannot be wounded by a model with Strength 2). Skryre Armoury: Warpfire Pistol: This is effectively a S4 Warpfire Thrower. However, the template is always placed so that the short edge is touching the firing model. It cannot be used in close combat, because that would set enemies on fire while they were next to the firer, possibly hurting him. Oh, it might also hit other Skaven, but who really cares about that? When you shoot the pistol, roll an Artillery dice. On a Misfire, the firer takes a S6 hit. Skryre Shotgun: Strength: 3 Range: 2d6. When you fire the shotgun, roll 2d6 and draw d3 straight lines that many inches long that touch the firer. Any model touched by a line takes a hit on a 4+. No to-hit roll is required. When you shoot the shotgun, roll a dice. On a 2, the shotgun simply steams and does not fire. On a 1, the firer takes a S6 hit. Warpstone Launcher: Strength: 5 Range: 24” Move or fire. Small blast template. When you fire the Warpstone Launcher, roll 2d6. If you roll a double, the firer suffers a S6 hit. If you roll a double 1, the gun explodes! Center the template over the firer and then remove him as a casulty. Cutty Things: Strength: 3 Range: 12” 2d6 shots. If you roll a double on the 2d6, the weapon explodes, killing the firer. Well, that was long! |
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