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Ris'tro Engines; (small)
Topic Started: 29th March 2006 - 06:25 AM (275 Views)
Commissar Craig
Unregistered

Ris'tro Engines are one of Club Extremists prized projects. Since it's creation in 1993 by Ristro Kyami it has been remade a total of 8 times. The Current rules for it were made by Dameon Aseri Osakki Serto or Daos for short.

Descrption: It is a small wooden structure 3inchs in length 2inchs in width with no wheels at all. It is an inch high with a furthere 1inch high fence running all the way round. Remember it is open toppoped. It has a Pedistool at it's center toped with crystal orb. There is one apprentas(wizard) holding a staff in his left hand, while his right is placed spread out on the orb. There is an apprentas(engineer) sitting infront of the pedistool with 4 levers in fron of him. On ether side of the engine is a shield & a spear, in combat the 4 youths that push the engine foward wil use these. the front has the shield the back on has the spear.

Ris'tro Engine (small)
Weapons: Crstal Orb
Crew Members: 6

The Engine
M-Special*
WS-0
BS-0
S-0
T-8
W-4
I-Special**
A-Special/Magical***
LD-Crews/Wizards****

The Crystal Orb may be manipulated in two ways the first is to cast Lightning Bolt the second is to convert Power Dice into Dispel Dice. If The Engine is in Close Combat it may only cast Lightning Bolt & may only cast it on the engadged unit. As the young wizard sences are fixed upon the new threat for a second, The Spirt from within sences a chance to escape. When the engine is charged Roll 2d6 only once per turn, on the roll of a double place an ordanance template over the Orb. Anything under it includeing the models that charged are removed from this world & play no further part in the game.

***Lighning Bolt: May only be dispelled by a Dispel Scroll, the lightning bolt is cast in the combat fhase so counts towards the combat.

***Dice Convertor: For each 1 Power Dice put in the Orb you get 1 Dispel Dice in return, these new dice may be carried over to other turns but if you lose the Orb you lose the Dispel Dice it generated.

Apprentis (ether): They may never take part in a combat as they are to busy controling the Orb or Engine

***Youths: The two front youths use the shields, these confer a 5+save to all crew but the Engine. The two Youths behind use the spears, these confer a +1 to his Strength.

**Combat: The Orb does it's magic attack first but the youths always strike last.

*Movement: A Youth is the cheapest single core model in the army, though the Orb makes the Engine float it's the Youths that must push it into battle & they do say at there onw movement rate. Should it lose 1 Crew -1 to it's Movement, lose 2 Crew may not march, lose 3 may only move at half it's normal speed. Loss of the 4th Crewmen will result in the Orb landing softly, it may not move for the rest of the game.

It Costs 50pts, 3 Special choices & is a 1-3 but maybe deployed sepretly.
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Skaven Lord Vinshqueek
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Bunny ear says flop

Well, extreme would indeed be a suitable word... TOUGHNESS EIGHT??? :blink: Man, dragons don't even have such a toughness and I don't expect Skryre arcana to be much tougher then a dragon! Especially weird as the thing seems to be priced to 50 pts (where it can even cast warp-lightning in combat, IIRC?).

Although the idea is nice/ somewhat odd, I think it's heavily underpriced.

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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Commissar Craig
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It was origanly made for Dark Elfs & High Elfs, but through the years it's changed a little. It has no armour save so T8 really is it's only defence.
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Blood Vixen
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All hail the Age of Skaven
does it have the rule that makes it instantly destroyed if wounded by s7+?

and magical doom machine i think a ward save f some kind would be beter than stupidly high toughness because magic is powerful but some crysal ball chariot thing would not have so much toughness that it supases dwarf wamachines in toughness

no offense or anything but something like that might be in a mega mage army like teclises but no ordanary army would have that a unit that changes power into dispel that can pretty much nul the enemy phase since you can quite easily have

2 level 2 mages 2 dispel
2 for the army
2 for a level 4 wiz

4 for the 2
2 for the army
4 for the level 4 mage

so putting them all in thats 16 dispel dice
Shhhh I'm not here
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