| Skaven Hover-Things; Thing-thing makes you fly! | |||
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| Tweet Topic Started: 20th March 2006 - 09:49 PM (271 Views) | |||
| Chilletouch | 20th March 2006 - 09:49 PM Post #1 | ||
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Unregistered
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Skaven Hover Thing: Special Choice 15 points per model.
Come in regiments of 4-10. Equipment: Hand Weapon. (Additional hand weapon for +2 points a model, a spear for +2 points a model and a sling for +4 points a model.) Special Rules: Skirmishers Explosive: Hover-Things explode when their wearers die. All models within 2" receive a S4 wound. Warpstone Hover Thing: On the back of these clanrats are tied large, brass tanks filled with warpstone, pipes sticking out of the tanks and polluting the air with green smoke, green flames licking out of the piping sometimes. Every turn, roll a D6 for each Hover Thing. For the number that comes up, that is the extra distance that model can move. If you roll a 1, roll on this Misfire Chart. Misfire Chart: 1: Gah! Exploding thing! The tank over-heats, flying up into the air with the skaven still attached to it, before exploding. Remove the model from the game and any model within 4" receives a S4 wound. 2: Eeks! Hot, hot, hot! The tank over-heats, but the skaven reacts fast enough. Unstrapping the Hover Thing, it zooms up into the air and explodes. But the burns inflicted on the rat were quite terrible. Receive a S3 wound and if the skaven survives, replace with a normal clanrat. 3: Bugger. A malfunction takes place, whether the pipes have clogged or there was not enough warpstone to maintain it. It simply does not work for the rest of the game. Replace the model with a normal clanrat. 4-6: Stupid, stupid thi- Its back on! Out of frustration from the tank not working for a moment, the skaven wacks it and it starts up again, spluttering out large quantities of gas. For that turn only, the rat can only move his normal distance. |
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| squeekenator | 21st March 2006 - 08:30 AM Post #2 | ||
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Chieftain
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Not sure they would work in units, how about you buy 4-10 as one Special choice, but they operate independentely (I know I spelt that wrong). However, the only other problem is that they're hidiously overpriced. It costs 3 times as much as a normal clanrat and has no armour. The only advantage is that is moves as extra d6 inches, which isn't particulary impressive anyway. Make them cost 7 points, and you have a deal. | ||
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| Skaven Lord Vinshqueek | 21st March 2006 - 09:31 AM Post #3 | ||
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Bunny ear says flop
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Why did I think we'd be talking about hoovercrafts here?... LOL! Anyways, your description of the model reminds me of 40k jump packs. Though, giving the models the possibility to 'fly' would make them seriously WAY too powerful. To solve the problem, you could just as well make the distance they can move equal to a roll on the Artillery Dice, with the Misfire result leading to the misfire chart. And if the Artillery Dice would not make them fast enough (with a rocket-thingy strapped on your back, you're supposed to go faster then a clanrat on foot), you could also say their movement is equal to twice the result of an Artillery Dice. It would give them a movement between 4 and 20 inch, which is IMO pretty decent... Hope this'll help. Greetz |
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In the Horned One we trust, all others we monitor. ![]() 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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| Chilletouch | 22nd March 2006 - 03:13 PM Post #4 | ||
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Unregistered
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Skaven Hover Thing: Special Choice 13 points per model.
Come in regiments of 4-10. Equipment: Hand Weapon and Light Armor. (Additional hand weapon for +2 points a model, a spear for +2 points a model and a sling for +4 points a model.) Special Rules: Skirmishers Explosive: Hover-Things explode when their wearers die. Place a small blast template over the dead Hover-Thing and all models partially/completely under it receive a S4 wound. Warpstone Hover Thing: On the back of these clanrats are tied large, brass tanks filled with warpstone, pipes sticking out of the tanks and polluting the air with green smoke, green flames licking out of the piping sometimes. Every turn, roll an artillery dice. For the number that comes up, that is the extra distance that the regiment can move. If you roll a misfire, roll on this Misfire Chart. Misfire Chart: 1: Gah! Exploding thing! The tank over-heats, flying up into the air with the skaven still attached to it, before exploding. Place a small blast template over the corpse and any model under it partially or completely receives a S4 wound. Then proceed to remove the model from the game. 2: Eeks! Hot, hot, hot! The tank over-heats, but the skaven reacts fast enough. Unstrapping the Hover Thing, it zooms up into the air and explodes. But the burns inflicted on the rat were quite terrible. Receive a S3 wound and if the skaven survives, replace with a normal clanrat. 3: Bugger. A malfunction takes place, whether the pipes have clogged or there was not enough warpstone to maintain it. It simply does not work for the rest of the game. Replace the model with a normal clanrat. 4-6: Stupid, stupid thi- Its back on! Out of frustration from the tank not working for a moment, the skaven wacks it and it starts up again, spluttering out large quantities of gas. For that turn only, the rat can only move his normal distance. --- Better? |
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| Stinkhair | 22nd March 2006 - 06:18 PM Post #5 | ||
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Dabbling GM. Clanrat loon. 6th Edition Aficionado. Bitter.
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Nice... very nice....I would go with 2*artillery dice result for movement [if using the hover-thing, normal move if not using it] myself.... But it's your call... Very fun unit in my opinion.... The conversion oppertunity calls out to me
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| Rat Sabbath | 23rd March 2006 - 10:58 AM Post #6 | ||
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Clanrat
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yeah thanks ed! dont give me credit for anything even though all of the stuff we made together!!!!!!!!!!!!! | ||
| In this day and age we will not spank the monkey, the monkey will spank us! | |||
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Nice... very nice....

