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Skaven Warpfield Generator; Another work of Chilltouch
Topic Started: 6th May 2006 - 12:43 PM (407 Views)
Chilletouch
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Skaven Warpfield Generator
0-1 Rare Choice
225 Points

Code:
 
           M WS BS S T W I A Ld
Rat Ogre:  6 -  -  5 - - 3 3 5
Generator: - -  -  6 4 3 - - -


It has a 5+ Armor Save.

Special Rules:

Warpfield Generation:
The Warpfield Generator is a massive, complex machine on wheels with a rat ogre trapped underneath it, forced to push it along. Warpstone rods covering the unstable, metallic abomination project a massive, shifting field of green light. If it works...

At the start of the Skaven turn, rolla an artillery dice. Every skaven unit completely covered within the number of inches rolled will receive a 5+ Ward Save. The Generator itself will always have a 5+ Ward Save unless the Warpfield fails. If a misfire is rolled, roll on this misfire chart:

Misfire Chart:
1-2: BOOM! The entire contraption explodes suddenly and violently, obliterating everything within a vast distance, while a stereotypical mushroom cloud rises from the scorched crater. Place a 5" large template over the Warpfield Generator. Every model partially or completely under the template receives an automatic S5 Flaming hit. Armor saves taken as normal. Remove the model from the game once this is complete.
3-4: The machine shuts down, the rods are snapped by a sudden surge of electricity or some other mishap happens. It no long generates the Warpfield.
5-6: Minor technical problems cause a temporary shut-down. For that turn, no Warpfield is generated.

Charge!:
This insane creation weighs several tons, and the force of it smashing into lesser beings sends them flying.
If you charged a unit of normal cavalry or smaller models, you work out Impact Hits as if the Warpfield Generator was a chariot instead of attacking normally.
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Gratwhol of Hell Pit
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Master Mutator
Might use that myself, sounds very entertaining... if im allowed by my opponents that is

Anyway, nice work, really like the whole idea :)
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Arcqueek
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Clanrat
Sounds a bit overpowered to me.
ArSv 4+ AND WaSv 4+, if it works, combined with T5? Ok, 225 points are some heavy stuff, but there's already a 50pt Ratogre included. So 175 points for a quite reliable 4+ wardsave for ~2-4 units of Clannis/SVermin/... plus Characters and Heros who already have a nice ArSv and WaSv are invulnerable (2+/2+)? Just mho...

Mutate: Another question: What happens, if the ROgre is killed? Is this possible anyway (don't have the Rulebook right now [at a friend's] and as you all know, Skavenarmies don't have chariots)? Should be integrated, imho.
Nice idea to see a Skavenarmy hiding beneath their Warpfield, getting torn into pieces by artillery and/or the possible malfunktion.
If it's stupid but it works, it isn't stupid.
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Chilletouch
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Balancing a wee bit. And I said: 4+ Ward Save for the machine itself, 5+ for the surrounding units.

Also, the rat ogre can't be killed, much like the creatures that pull chariots. You just use its movement, attacks and leadership but that's all. If you're going for impact hits, you use the generator's strength. That's the only way it's akin to a chariot, the impact hit.

Check again.
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Arcqueek
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Clanrat
Chilletouch
May 6 2006, 05:47 PM
And I said: 4+ Ward Save for the machine itself, 5+ for the surrounding units.

Oh, yeah, my mistake. Read it, thought about it, typed the wrong number. With 4+ the artillery would have a serious problem even with killing clannis ;)

Now I know, of what this construction reminds me - Star Wars Episode 1! [Damned Jar Jar Binks >.<]
If it's stupid but it works, it isn't stupid.
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Chilletouch
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Arcqueek
May 6 2006, 10:52 AM
Chilletouch
May 6 2006, 05:47 PM
And I said: 4+ Ward Save for the machine itself, 5+ for the surrounding units.

Oh, yeah, my mistake. Read it, thought about it, typed the wrong number. With 4+ the artillery would have a serious problem even with killing clannis ;)

Now I know, of what this construction reminds me - Star Wars Episode 1! [Damned Jar Jar Binks >.<]

Altered the +4 for the generator to be a +5. Lowered the toughness. Upped the strength. Made armor save +5. Just made it that little bit less invunerable and made it so that people would actually risk switching the rat ogre's hits for the impact hits. Also changed the misfire chart a wee bit. Made it that slight bit less reliable.

Anyway. I hope to be bringing more goodies to the Underempire soon. Check out what I have previously done:
Skaven Hoverthings.
Scabsnik Sniperat.

Next time, I hope it won't be something so.. techno. I'll go Eshin next time.
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Tunnel Rat
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Patron of the Lurking and the Sneaky-Sneaky
Interesting...

Question, if this was actually fielded, would the unit be on a 40mm base? I'd imagine it would be.

When I quickly glanced at this I imagined 2 rat ogres carrying it on their shoulders. They would be on a chariot base and move like a chariot for movement purposes. Nonetheless your machine sounds cool enough.
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Warwolt the disturbed assassin
D00M WH33L 1337 R1D3R
must say the same thing, is it okay if I use this in my fluff? Im kinda worthless in making up new devices, so stuff like this could help ^_^
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Chilletouch
Unregistered

Sure.

Oh, and by the way. I will be thankful if any of you use my creations. You do not require my permission to use them, you can field them at any time. Edit the rules to your liking as well.

And, I did a small bit of changing.

---

Skaven Warpfield Generator
0-1 Rare Choice
275 Points

Code:
 
          M WS BS S T W I A Ld
Rat Ogre:  6 -  -  5 - - 3 3 5
Generator: - -  -  6 4 3 - - -



It has a 5+ Armor Save.

Options:
Can be given another rat ogre for +50 Points.

Special Rules:

Warpfield Generation:
The Warpfield Generator is a massive, complex machine on wheels with a rat ogre trapped underneath it, forced to push it along. Warpstone rods covering the unstable, metallic abomination project a massive, shifting field of green light. If it works...

At the start of the Skaven turn, rolla an artillery dice. Every skaven unit 50% covered or more within the number of inches rolled will receive a 5+ Ward Save against ranged attacks.

If an artillery piece fired at a unit protected by the Warpfield, roll a D6 before any hits are allocated. If a 1, 2, 3, 4 or 5 is rolled, everything works as normal (note: no warpfield wardsave allowed). If a 6 is rolled, the shrapnel, cannonball, rock, warp lightning, etc, counts as bouncing off the glowing field. No hits are allocated.

The Generator itself will always have a 4+ Ward Save against all attacks unless the Warpfield fails. If a misfire is rolled, roll on this misfire chart:

Misfire Chart:
1-2: BOOM! The entire contraption explodes suddenly and violently, obliterating everything within a vast distance, while a stereotypical mushroom cloud rises from the scorched crater. Place a 5" large template over the Warpfield Generator. Every model partially or completely under the template receives an automatic S5 Flaming hit. Armor saves taken as normal. Remove the model from the game once this is complete.
3-4: The machine shuts down, the rods are snapped by a sudden surge of electricity or some other mishap happens. It no long generates the Warpfield.
5-6: Minor technical problems cause a temporary shut-down. For that turn, no Warpfield is generated.

Charge!:
This insane creation weighs several tons, and the force of it smashing into lesser beings sends them flying.
If you charged a unit of normal cavalry or smaller models, you have work out Impact Hits as if the Warpfield Generator was a chariot instead of attacking normally. If you have two rat ogres, you do 1D6+3 Impact Hits instead of 1D6.

---

I made it a wee bit more realistic, though slightly more imbalanced with the chance to deflect cannonballs completely.

For modelling however... Hm. Hard... I think of it as being dragged along by two rat ogres, or being carried by two rat ogres. Your personal choice. But what should be chosen for the Generator model? I need help here, lads.

And yes. I would put it on a 40mm base.
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Warwolt the disturbed assassin
D00M WH33L 1337 R1D3R
Prolly a Doomwheel, but instead of Lightning Generators you should have Warp Field ^_^
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squeekenator
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Chieftain
Instead of completely covered, it probably should be 50% or more of the unit touched or covered. That way, you can actually protect a unit without having to roll a 10.
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Chilletouch
Unregistered

squeekenator
May 11 2006, 03:10 AM
Instead of completely covered, it probably should be 50% or more of the unit touched or covered. That way, you can actually protect a unit without having to roll a 10.

Well, okay. I'll edit the latest post and up the points cost a little bit to accomodate for this change.
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