| UnderEmpire Realms: clan Skryre; Here it is, the mighty Clan Skryre | |
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| Tweet Topic Started: 13th May 2006 - 11:47 AM (701 Views) | |
| Warwolt the disturbed assassin | 13th May 2006 - 11:47 AM Post #1 |
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D00M WH33L 1337 R1D3R
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okay, lets start over again: Hi to all... Before you is the second attempt of the UnderEmpire Realms: clan Skryre project. This is simply a fun thing to do, and we are not aiming on a cheesdipped and filled cheddar here :rolleyes: We are making a list focusing on the madness of Clan Skryre machines! Ratlingguns, Doomwheel, Warpfirethrower and all other stuf they are all cool! But anyone who knows whats even more cool? All the stuff that will be in this list Introduction/ fluff Fluff needed Clan Skryre special rules WIP Armylist Lords WIP Heroes WIP Core Units WIP Special Units WIP Rare Units WIP Magic items Skaven magic items are mighty artefacts of destruction, though it is so harmful and unreliable that the results of these weapons are often more dangerous for its wielder itself, then for the victim for whom it was intended! Common magic items WIP Magic weapons WIP Magic armour WIP Talismans WIP Arcane items WIP Enchanted items WIP Magic standards WIP Scenarios WIP <name of the skirmish scenario> Fluff Models needed ... Battlefield ... Objectives ... Deployment ... Who goes first? ... Special rules ... Using alternate armies ... Part of a larger battle ... ========== Still needs to be done - Introuduction/Fluff - clan Skryre units Lords [not finnished] Heroes [not finnished] Core [not finnished] Special [not finnished] Rare [not finnished] Heroes - clan Skryre special rules (like for example the Beastmaster rule) - unit options for the clan Skryre list - magic items list - scenarios (be it warhammer, warhammer skirmish, mordheim, etc.) - painting tutorials would be appreciated (to be implemented in total booklet) - fluff on or about clan Skryre (to be implemented in total booklet) - artwork on or about clan Skryre (to be implemented in total booklet) Greetz // Fill in units and such stuff, I will try to sneak up some old units from the board to put in. And make a summery list of all I find, then we can discuss what to put in :ph43r: btw, thnx for winz whom I based this post on
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Baanaaanaaaanaaaanaaanaaanaaaa For the Monkey Boy, Boys! | |
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| Warwolt the disturbed assassin | 13th May 2006 - 11:50 AM Post #2 |
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D00M WH33L 1337 R1D3R
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Rules that should be discussed: Lords: Hereoes: Skryre Technican
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 Warplock Commander, 125 points M-5 WS-3 BS-4 S-3 T-3 W-2 I-5 A-2 LD-7 Weapons: Jezzail long rifle, hand weapon. Options: may have light armour for 4pts may have light armour for 6pts may be given 50 pts worth of magic items from the skaven armoury. Special rules: Skaven sharpshooter: Skaven Warplock commanders are adept at hitting thier target. To represent this, they may re-roll failed to hit rolls. Also they may aim at any target ie: Unit champions, standard bearers, characters inside units, however, to use this skill he will suffer a -1 to hit modifier, on top of an additional -1 modifier if aiming at a character.Edit But to use this skill, the Commander can never join a unit, this makes him more vulnerable to many shooting/skirmishers. EditJezzail inspiration For the warplock jezzails, seeing a Warplock commander in action is an awe inspiring event, thus Warplock jezzails within 18" may use his leadership. Jezzail long rifle range: Edit36" str: 5 May fire twice at a -1 to hit. Additions to the skaven armoury Weapons Super-charged Warpstone bullets- 50 points Clan skryre only One use only These bullets, forged purely of warpstone may be loaded into a characters warplock pistol/Jezzail long rifle once per battle, they give the weapon a +1 strength boost and cause D3 wounds.Edit If using this weapon on a warplock long rifle the commander can only fire once. Core: Warpstone Slaves M: 5 Ws: 2 Bs: 0 S: 4 T: 3 W: 1 I: 3 A: 1 Ld: - Drugged: The slave is drugged by the grey seers, he don't have to make any psycholigy test in the whole game. Magical Wind: all wizzards and warlock engineers within 12 inch of the warptsone slave generate 1 extra power dice (for themselves). Warpstone effects: On the beginning of every turn, throw a dice. Then check if you have a misfire: Turn 1: 1 = misfire Turn 2: 1-2 = Misfire Turn 3: 1-2-3 = Misfire Turn 4: 1-2-3-4 = Misfire Turn: 5: 1-2-3-4-5-6 = Misfire Turn 6: Auto Misfire If you msifire roll another D6 and check the table below. 1-2 - BOOM!!! The warpstone touches the slaves body. The slave falls to the gorund and with a great explosion the warpstone falls to the ground. The slave and his warpstone is destroyed. All units within 12 inch and within LoS get D6 Magical Strengt 5 hits. 3-4 - The warpstone touches the slave and starts to mutate him slowly. The slave screams the pain out of his longs. His blind and moves 2D6 random deriction every turn. When he touches a unit the units gets 2D6 Magical strengt 5 hits. 5-6 - The warpstone touches the slave and starts to mutate him very very fast. The Slave gets: Frenzy, Causing Fear, +2 attacks, +1 strengt, +1 wound. On the beginning of every turn after the slave is mutated, roll a dice. on a 1-2 he dies. Special: Warplock Pistoleers
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 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. Warpstone Thrower 140 points Clan Skyre has been concocting a new war machine. That specialises on land use verse the man things in the storm of chaos. He saw the man things hurling rocks at his rats and got a splendid idea. M WS BS S T W I A LD Thrower - - - - 6 3 - - - Crew 5 3 3 3 3 1 5 1 5 4 Crew Warpstone Thrower - Fires just like a stone thrower. Except it fires giant chunks of warpstone. It is slightly weaker then a rock but it very deadly when it hits the ground and almost combust at such a velocity. Models directly under the dot take a str 7 hit and modles under the template must take a toughness test or suffer a wound. Misfire table.... 1-2 Kabooom- the thrower is destroyed 3-4 Dud shot - measure half the distance and resolve the hit there. 5- Cannot fire this turn 6- Cannot fire this turn or the next Warpcopter 150 One day warlock engineer itik saw a great sight it was some sort of flying mechanism at once he got a few jezzails to shoot it down and he created his own version of the magnificient machine, M WS BS S T W I A LD Copter - - - 4 5 3 - - - Crew 5 3 3 3 3 1 5 1 5(6) Crew: Get a 5+ save in combat from the copter and feel important giving them +1 ldshp. Mini Warpfire Thrower: This is a smaller version of the regular one and fires just like it other it is str 4 but still does a minus 2 to the save. Charge!!! When the coptercharges it does d3 impact hits , Roll a dice on a 1 it hits the ground and blows up. The only good thing about this is that it causes d6 str 6 hits to the unit instead. Fuel test- On the 5th and 6th turn of the game rolla dice and on a 1 in runs out of fuel hits the ground and blows up. Misfire table: 1-2 Blows up copter 3-4 cannot shoot this turn or next 5-6 cannot fire this turn and is blown back d6 inches. Skyre Drilling Machine Machine: m6 ws- bs- s5 t6 i- a special w6 ld- Crew (3): m- ws3 bs3 s3 t3 i4 a1 w1 ld4 Skyre Adept: m- ws3 bs4 s3 t3 i4 a1 w1 ld5 Speciial Rules: Drill, Tunnel, unbreakable, fear. Crew have hand weapons. Skyre adept has hand weapon, warplock pistol. Randomise shooting between the crew and the machine. 1-5 hits machine, 6 hitc crew. If the Adept OR all three crew are killed, the machine may only move 1/2 its normal m value. If all are kileld it cannot move. drill: if the drill charges a unit, it causes 1 s10impact hit (the drill hitting a dude) and d6 s5 impact hits. Tunnel: The drill may tunnel using the rules for tunneling teams. When the dice comes up for scatter, roll two artillery dice and choose one result (to represent the improved tunneling/tracking systems). When the tunneller comes up, immediately move it directly forwards (in the direction indicated by the scatterdice. if a 'hit' was rolled then you may choose) 6". If it impacts a unit, tht unit counts as being charged (friend or foe) and takes the impact hits. The crew will not attack friendly units. A unit may follow the tunneller and emerge from the tunnel directly behind it. This may be a unit of clanrats, slaves, stormvermin, or night runners. The unit may move but not march or charge on the turn it emerges. Place the unit over the tunnel marker in the space vacated by the tunel machine. fear: the drill is huge and intimidating, and causes fear in enemies. unbreakable: the drill itself is a powerful construct, and the skyre adept and crew take pride in and draw extreme confidence from it (also, they just love riding it around!). the drill and its crew are unbreakable. Rare: Skaven Warpfield Generator 0-1 Rare Choice 275 Points
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. Earth Shaker M Ws Bs S T W I A Ld EarthShaker -| -| -| -| 6| 5| 0| 0| - 4+ ward save against missle fire (magic also) 2x Adepts 5|3|3|3|3|1|4|1|8 Immune to psychology,w.pistol Rat Ogre 6|3|0|5|4|3|3|3|5 Fear, Cannot Charge(it must Guard the Machine) How to use it? 1)At the begining of the Shooting phase(before guess-range weapons) roll a D6. 1-Eeek! something is going wrong! (roll another D6 for results) 1-EnergyBlast-Machine is destroyed and all units within 12" take D6+xD6 S5 hits without armour save. 2-Boom! Machine is destroyed but nothing else. 3-4-"Nothing! Why-why?! you didn't push that button?" Machine isn't working that turn. 5-Radiation! Rat Ogre suffer d3 S3 hits and adepts 1 hit S2 each 6-Ufff! That was only counter! For further roll to missfire subtract one (-1) dot. 2-4) Add 1 dice to EarthPower Accumulator (max is 6) 5) Fire! Machine is now reloaded and ready to work! 6) Add 2 dice to EarthPower Accumulator. Watch out! If there is more dice than 6 work out results with that number what you have and roll for missfire and subtract from roll that number wich you oercounted 6(ex. subtract 1 if you have 7 EarthPowerDice) How to Fire the Weapon? a)Place a line ( a cotton wool will do) from one edge to another edge of the battlefield. b)All units under line is hitted by d6 S5 hits with no armour save plus further d6 per EarthPowerDice (up to 6 dices). c)After that this line is treated like an stone obstacle/wall. Note that[/!FONT] Sometimes machine won't fire! only chance to do that is roll 5s at the first roll at the begining of the Shooting Phase. Castle sections and buildings take XD6 hits (x is the number of Earth.P.D). Total 375 pts 2xRare Choices Army must include minimum one Warlock Engineer.(Two can operate the E.Shaker if adepts are killed--Rat Ogre cannot operate the machine!) Skaven Carrying machine: 0-1 Rare*. Costs: 550pts M: 3D6 Ws: - Bs: - S: - T: 6 W: 4 I: - A: - Ld: - Unit: 1 carrying machine and a Warlock on the top. Special rules: Im special! The Warlock feels like a big boy and so is itp. Movement The machine moves 3D6" per turn. If a double 1 is rolled consult the bail out chart. If a treble 1 is rolled the machine (and all its cargo) are blown to bits. Carrying machine! The carrying machine may contain 1 unit of Skaven Other than: Rat Swarms, Assassins (to dangerouse, he might kill the warlock!), gutter runners (theyre above such things), all Clan pestilence and Warplightning cannons. The machine picks up a unit by that unit ending its move in base contact with the machine. They then get inside and remain so untill the get out. They may get out in any movement phase but can not move or shoot when they get out. Note, they may still cast spells. If the Machine moves more than 12", the unit must pass an Initiative test to get out, otherwise they remain in the machine, holding on for their lives. Upagrades: The machine may take any of the following upgardes unless otherwise noted. Firing platform (50pts) allows a unit of Jezzails to be posted on top. Jezzails are purchased at a reduced cost of 10points as Skryre would want their machines protected. Note that Jezzails on the platform may move and fire but they may not leave the platform. Up to 10 Jezzails. If the machine goes faster than 12" then every model in the unit must take an Initiative test or be blown away.... NOTE: More wanted Bail out chart: 1-2: ARRRGGGGGGGGGGHHHHHHHHH!!! The machine blows before the skaven can bail out. Remove them and the machine. 3-4: Shes gonna blow!!!! The unit jumps out just in time but are caught by the debris. The unit suffers D3 casualties per 5 models. 5-6: Phew, that was lucky! The Unit jumps out in time but are so shocked that they can not shoot, move or cast magic that turn. The machine is removed. *For every Machine in the army thwere must be 2 units of clanrats/mainstay. May not be tken in an Eshin varient list. Globe Thrower: 250pts STATS: M= - WS= 3 BS= - S= 3 T= 6 I= 4 W= 5 LD= - SV= 4+ ward SLOT ALLOCATION: Rare 0-1 RULES: Moving the Globe Thrower: similar to the Screaming Bell, the Globe Thrower is moved by units of either clanrats or stormvermin. Refer to the Screaming Bell movement rules. If the unit with the Globe Thrower flees or is slain, the Globe Thrower is left behind. Firing the Globe Thrower: The Globe Thrower fires in the same manner as a stone thrower (ie: same range, etc). Because it is mechanised, it may always fire, even if the unit that it is with flees or is killed. Because of the mechanics of the machine, the Globe Thrower is a move o fire weapon, as the jolting and bumping that it recieves when on the move interferes with the firing mechanism. The Globe Thrower fires poison wind globes, exactly the same as the ones carried by poison wind globadiers. However, because of the large quantity of globes that the machine fires, the large blast template is used. Models under the template (even partially under) suffer a wound on a 4+ with no armour save allowed. If a misfire is rolled on the artillery dice, refer to the misfire chart below. Combat and the Globe Thrower: The weapon skill and strength of the Globe Thrower represent the Skryre mechanic fending off attackers from his precious machine. Models attacking the unit with the Globe Thrower may either choose to attack the Globe Thrower or the unit. Any S7 or more unsaved wound inflicted upon the Globe Thrower will destroy it automatically. Fear: Most races have never seen something so devastating in their entire lives with regards to the amount of damage that the Globe Thrower can dish out. As such, models fear the Globe Thrower. Save: Because of the vast quantities of warpstone used to power the machine, it recieves a 4+ ward save to represent the palpable waves of magic flowing around the machine. Immune to Psychology: Because the unit pushing the machine is so confident of its abilities (or so they have been told) they are immune to psychology tests. MISFIRE CHART: Roll a D6 on this chart if a misfire is rolled when firing: 1-2 = Malfunction: The cogs on the machine jam and the firing mechanism fails. The Globe Thrower may not fire this turn as the problem is assessed and corrected by the Skryre mechanic. 3-4 = Spill: Some of the globe ammunition on the machine tip from the firing platform into the unit pushing it. Instead of the large blast template, the small blast template is used to determine hits upon the unit that it was origionally fired at (the template counts as hitting the unit, as if the hit symbol was scored on the scatter dice as, besides the spillage, the shot was perfect). In addition, the unit pushing the Globe Thrower is hit by a small blast template of gas. Models under the template are wounded on a 4+ with no armour save allowed (the Globe Thrower never suffers from this gas hit). 5-6 = BOOM!: the machine shakes violently and the unstable warpstone used to power it explodes. The Globe Thrower is destroyed and the unit pushing it is hit as if the globe thrower had been fired at them. The blast template does not scatter and remains in the centre of the unit. Ratlingcopters 0-1 Ratlingcopters (cf Gyrocopter, Warhammer Armies: Dwarfs, p17) 140 Points. Rare Choice. Copter: M-, WS-, BS-, S-, T4, W3, I-, A-, Ld- Crew: M-, WS-, BS-, S-, T-, I-, A-, Ld5 Unit Strength The ratlingcopter is a flyer with a US of 1, but is too large a model to be subject to the skitterleap spell. Flying Machine The ratlingcopter can fly, as described on p106 of the Warhammer Rules. Due to the requirement to build up warpsteam pressure between flights, the ratlingcopter always lands between each movement. The ratlingcopter cannot land in difficult terrain, onto obstacles, or anywhere else which consititutes any sort of movement penalty. If it cant fly for any reason, it cant move. If it has to flee for any reason when it cant fly then it counts as destroyed without crashin, and is removed from the table. Note that the ratlingcopter does not benefit from the skaven +1 to flee moves, and thus always flees 3D6. Ratling Gun. The ratling gun works as described on p27 of Warhammer Armies: Skaven, except that it can move and shoot, must roll more than one die when determining number of hits, and uses the misfire table below: Double 1’s or 2s: “Wrong Valve!” The pilot opened a control valve instead of gun valve, causing a burst of power to the unsteered engine. The ratlingcopter flies 4D6 inches in a random direction as determined by the scatter die, and ends the move facing in that direction. If this move causes the ratlingcopter to land on or in base contact with enemy models then the machine is destroyed (without crashing) as the crew are assumed to have settled down unaware, and been set upon by the enemy. If the move causes the ratling copter to land upon or in base contact with friendly models, forests, obstacles or difficult/very difficult terrain then it is assumed to have crashed at that location. Place the large template and resolve casualties as described below. The ratlingcopter is, of course, destroyed. Double 3’s or 4’s: “Too much pressure!” Excess warpsteam buildup causes the ratlingcopter to scatter, as described for a double 1’s or 2s, above, except that if the machine survives then it will fire in the direction it ends up facing, hitting the first unit in it’s path, friend or foe. Double 5’s or 6’s: “Boom!!” The ratlingcopter explodes due to excessive pressure. It is assumed to have crashed at that location. Place the large template and resolve casualties as described below. The ratlingcopter is, of course, destroyed. Agoraphobic: Skaven are unused to wide, open spaces and a distinct lack of solid earth beneath their feet (or indeed, above their heads). This makes the crew prone to take fright at the slightest threat. The ratling copter may not charge, even if frenzied or subject to any other movement beyond their control. The ratlingcopter must choose flee as a charge reaction. Furthermore, any ratlingcopter accidentally engaged in combat through means such as being pursued into by an enemy unit will lose control of their machine causing it to crash. Resolve the scatter and crash immediately when an enemy makes base contact, as described below. Ratlingcopters which were fleeing when contact with the enemy occurs will also crash, the distance and direction of the scatter resolved from the point at the end of their flee move, after the enemy is determined to have contacted them but before the enemy unit is moved. Furthermore, the deafening noise of the machine conspires with their nervousness to make the ratlingcopter crew unable to respond to commands or draw reassurance from their fellows. Ratlingcopter crew may never benefit from their general’s Ld and, since it is not a weapons team with a parent unit, may not benefit from “Strength in Numbers” by association. Cannibalised from Parts Ratlingcopters are not constructed by Clan Skryre in their laboratories or factories, but are created on the battlefield by individual engineers from crashed gyrocopters and all available ratling gun parts. A skaven army containing a ratlingcopter may not field any other ratling guns. Damage to Ratlingcopters: Ratlingcopters are unlikely to suffer wounds in combat, as they are assumed to have fled or crashed before base contact has occurred. However, they are vulnerable to wounds from ranged attacks. They will function normally until it sustains it’s third and final wound, at which point it crashes. A gyrocopter wounded by an attack of S7 or more will automatically crash. Crashes: A ratlingcopter crashes when the machine is destroyed, circumstances dictate that it has engaged in base contact with the enemy, or from certain ratling gun misfires. Except where noted above, the ratlingcopter always scatters 4D6 in a random direction determined by the scatter die. Unlike a dwarf gyrocopter, a ratlingcopter which rolls a ‘hit’ on the scatter die does not move, and is simply exploded on the spot. Ratlingcopter explosions not only kill the crew and spread fragments of the machine and whirling rotors over a large portion of the landscape, but they are accompanied by a lethal cloud of escaping warpstone steam. The explosion is resolved using the large (5”) template, where all targets fully under the template suffer a S5 hit, with armour saves as normal, and models partially under the template are hit on a 4+. This explosion counts as magical, and as such effects ethereals and negates daemonic saves. Items: Ingenious Devices INGENIOUS DEVICES A single Warlock (Engineer or Master) may spend points available for magic items on Ingenious Devices. A Warlock who takes any of these upgrades cannot join another unit nor can other characters join him. He can however, form a skirmishing unit with his Attendants. Attendant M5 WS3 BS3 S3 T3 W1 I4 A1 Ld5 Pts 8/model Equipment: Heavy Armor, Warp-Glaive Unit Size 5-15 Warp-Glaive: In close combat, treat the Warp-Glaive as a halbred. It can also discharge a short-ranged electrical burst in the shooting phase. Range 8" Strength 3. When in combat the unit forms up with Attendants in the front ranks and slaves in the rear ranks. The Warlock can choose to be in the front rank or to lead from behind. Impressive Inventions: The unit gets +1 Ld for each operable Ingenious Device in the unit, up to a maximun of +3. PERSONAL FIREARM A Warlock may have 1 Personal Firearm, either a Personal Warpfire Thrower or Mini-Ratling Gun. If the Warlock chooses one of these Ingenious Devices, he cannot carry a Warplock Pistol. Personal Warpfire Thrower (+25 pts): Roll to hit using the Warlock's BS to see how well he controls the PWT. If he hits, treat it as a S4 breath weapon which causes an automatic Panic test. If he rolls a 1, the pressure has caused the fuel tank to burst spraying the entire unit with warp-fuel. The unit is now Flammable. In addition, the PWT can no longer be used this game. Mini-Ratling Gun (+20 pts): Range: 8". Roll an Artillery Die. This is the number of automatic S3 hits the target suffers. Armor saves at -1. If a Misfire is rolled, the Warlock takes 1 automatic S4 hit as the gun explodes. Obviously, it can't be used any further in this game. MEK WEAPON A Warlock may have 1 Mek Weapon, either a Clockwork Fist or Snickety Claw. Clockwork Fist (+15 pts): The Warlock has a large mechanical hand with which he can attack. A number of gears, cranks, pistons and the like increase the Warlocks Strength when he attacks. The Clockwork Fist doubles the Warlock's base Strength (don't add in the bonus for Warp-Blades). However, it takes a considerable amount of time to set the Fist up so he may only ever make 1 attack per turn with it and he always strikes last. On a To Hit roll of 1, the gears jam up rendering the Clockwork Fist inoperable for the rest of the game. In addition the clunky piece of machinery reduces the Warlock's WS by half (round up). Snickety Claw (+15 pts): The Warlock is armed with a gauntlet of razor-sharp, long-fingered scissoring claws. The Snickety Claw gives the Warlock +D3 Attacks. Any To Hit roll of a 1 is worked out against the Warlock himself. SLAVE EQUIPMENT A Warlock may be accompanied by slaves who carry his experimental Ingenious Devices into battle for him. The slaves' stats are the same as Clanrat Slaves and are armed only with a Hand Weapon. 0-1 Warp-Field Generator (+15 pts): This powerful warp-engine is carried by a slave. It grants the entire unit a 4+ Ward save against all missile weapons (magic and mundane). For each successful save, the slave bearing the generator suffers a hit from warp-feedback. To determine the Strength of the hit, subtract 2 from the Strength of the missile deflected. When the slave dies the generator is lost. 0-1 Loud-Squeaker (+10 pts): This warp-powered amplifying speaker is carried by a slave. it intensifies the Warlocks voice so that his commands can be heard further across the battlefield. Any unit within 6" of a Warlock accompanied by a Loud-Squeaker can use his Leadership as if he were the General. If the Warlock is the army's General, then increase the effective range of his Leadership to 18". For each Leadership test that uses the amplified range, roll a D6. On the result of 1, the enhanced squeaking has overloaded the device. 0-3 Remote Rats (+10 pts/model): These are Giant Rats that have a powerful warp-infused explosive grafted to them. At the beginning of any of his Movement Phases, the Warlock may activate any Remote Rats in the unit. Each will move in a nominated direction 3D6" then explode. If they come into contact with a unit, it suffers D6 S3 hits. If it doesn't, place the small template over the rat. Any model under it suffers a S3 hit. Any model partially under it is affected on a roll of 4+. If Doubles are rolled the rat malfunctions and explodes on the spot before moving. Place the small template as described above. This also happens if the rat is removed as a casualty for any reason. 0-1 Weapon of Mass Destruction (+25 pts): This giant rocket is carried into battle on the back of a slave. The WoMD may not be fired the same turn as the unit moves. Otherwise, it fires like a Stone Thrower with a maximum guess range of 36 inches. At any rate the slave dies in the ignition blast. Damage uses the large blast template. Any model directly under the center takes a S6 hit with no armor saves and causing D3 wounds. Other models under the template suffer a S3 hit with a modified Armor Save of -1. Models partially under the template are affected on a D6 roll of 4+. Misfire Chart 1-2 The rocket fires high into the air and explodes in a shower of pyrotechnic beauty. SQUEAK! PRETTY-PRETTY! No other affect. 3-4 The rocket fires in the direction on the Scatter Die to the maximum distance. It explodes when it hits the first model (friend or foe) or terrain feature. Place the large template and work out damage as above. 5-6 KA--BLAM!! The rocket explodes before it takes off. Place the large blast template over the model carrying the rocket. Work out damage as above. MISCELLANEOUS EQUIPMENT The Warlock may also take other gadgets to help himself on the battlefield. High Quality Warpstone Powder (+10 pts): The title pretty much sums up the description. Upgrade for a Warplock Pistol. Increases the Range to 15". Warplock Pistol is Not So Reliable Now. Explosive Warpstone Ammunition (+10 pts): A large unstable piece of warpstone to be fired from a Warplock Pistol. It explodes in a pyrotechnic burst on impact. An upgrade for a Warplock Pistol. A successful hit from a Warplock Pistol firing this ammunition inflicts D3 hits. No model may be hit more than once by a single shot. Warplock Pistol is Not So Reliable Now. Not So Reliable Now: When a Warlock takes 1 upgrade for his Warplock Pistol it is no longer Reliable. Now, when a To Hit result of 1 is rolled, the shot hits the Warlock. If both upgrades are taken the following rule is in addition to the previous one: On a To Hit result of 1 the shot hits the Warlock and the Warplock Pistol is rendered useless for the rest of the game. Magical Flux Inhibitor (+25 pts): During his Magic Phase, the Warlock may convert up to 3 Power Dice through the Magical Flux Inhibitor. Roll a D6 for each dice to be converted. On a result of 1, the dice is lost and, in addition, roll another D6. If that one is also a 1, the Magical Flux Inhibitor overloads inflicting a S5 hit on the Warlock. It is also rendered useless for the rest of the game. For each dice successfully converted, the unit gains Magic Resistance (1) until the next Skaven Magic Phase. Dead-Rat Switch (+20 pts): A jealous Warlock doesn't want his inventions to fall into the hands of another. He has rigged his equipment to explode in the case of his death. When the Warlock dies, place the large blast template centered over him. Any model under the template suffers a S5 hit which does D3 wounds. Models partially under it are affected on a D6 roll of 4+. Rat-Man Utility Belt (+30 pts): A belt with an impossible number of gadgets and gizmos which the Warlock uses to repair his inventions in the knick of time. At the beginning of the battle, roll a D3. This is the number of rerolls the Warlock gets for the battle Hover Jetpack the jetpacks cost +10pts per model. They can be equipped to Globadiers. The jetpacks let the model move 15'', and the Globadier can choose to stay in midair and hurl globes at the enemy. However, whenever you take the 15'' move, roll a D6. On a 1, a jetpack fails, sending one Skaven falling to his doom. If you choose to hover, you roll the D6 again, if you rol (so there is another chance of losing a Globadier). What do people think? Misfires I like the wind misfire. Or maybe... If you roll a 1, then... Roll a d6. 1-2 = BOOM! One of the jetpacks explodes in mid-flight. Place the large blast marker over a randomly rolled globadier. Anything under the template takes a S4 hit, and the exploded Skaven dies. 3-4 = Gas Leak. Someone suffers a gas leak, and they spin around and around and around... Roll a Scatter dice and 4d6. One randomly rolled Globadier goes this far this way, then smashes ino the ground. If it touches a model, they both take a S5 hit with no armour saves allowed (armour won't stop you from being smashed by a ratman going at 70kph!). If there is nothing in the way of the globadier's flight, he takes a S5 hit and lands wherever was said by the dice. He must go towards the other globadiers as fast as possible, but his jetpack is broken, and cannot be used anymore. 5-6 = Fuel Exhausted. The jetpacks have run out of fuel, and the globadiers acnnot do anything else this turn while they refuel them. If you roll a 2, then the starter button gets jammed, and the globadiers cannot fly this turn, but, unlike Fuel Exhausted, they can do other things. Hovering If you decide to hover, then the globadiers cannot be charged next turn, but can still be shot at and magicked at. They can also hurl globes. However, a Fuel Exhausted result will make one globadier fall to his doom. A 2 does nothing, as they are already in flight. However, if you choose to continue hovering for more than 1 turn,. then you have to roll an extra d6 every turn to see if there is a misfire, ie. on turn 2 roll 2d6, turn 3 roll 3d6... And +10pts per model for a swarm army is already enough, especially since there is a 1 in 3 chance of misfiring every time they're used. Oh, the Globadiers can march while using jetpacks, but the way they 'march' is by sticking a chunk of warpstone into the fuel compartment. They go faster, but they roll twice the d6s that turn. If they hover, they'll roll 4d6, the next turn 4d6, after that 6d6... Warp-lightning pistol Cost: 20pts Range 10"+artillery dice Engineers only. The warplighning pistol was created by warlock engineer krasknit in the depths of his lab in Zundap he miniturised a warp-lighning condenser and put it in a modified warplock pistol, it is powerful even if tempremental. Counts as a magic weapon. Its range is 10" + roll the artillery dice and add this on. Its str is determined when it is fired, str = D6 It ignores armour saves that are 3+ or better and non magical. It is like a weak warplighning cannon and passes through only the first 5 models it goes through. roll a dice when using it on a roll of 1 roll on the misfire table: 1-2: boom the gun explodes place the small balst template over the warlock anyone under suffers 1 str 3 hit and the warlock suffers a str 5 hit 3-4: the gun arcs in a random direction (use scatter dice), hitting the first unit in that direction, on a Hit or misfire, it arcs to the unit or character with the highest armour save that is within range (engineer counts as a 4+ save for this purpose cause of all his gizmos) and the hits are determined against him (or her). 5-6: phut the gun does not fire this turn or the next opinions will be taken into account when making this, so if there are ideas i like i will include. 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. Weapon Teams Skaven suicide team Unit composition: Putting the fuel carrier model in the center, place 3 slaves on either side of it. Behind them place a packmaster model. Movement: For movement and targeting purposess, this is considered a skirmishing unit. However, the slaves cannot be more seperated by more than a 1/2 inch and the packmaster (wich will be enforcing this ) will never be more than 1 inch behind them. The bomb: The fuel barrel has been equipped with a time delayed fuse wich is lit a the beggining of the second movement phase. At the end of the second movement phase (and each subsequent move) the skaven general rolls a d6. On a result of 6, the barrel explodes using the same template for a standard warp-fire team mifire and causes the same str5 d3 hits on all those in range. Each consecutive turn, the number needed for the barrel to explode decreases by -1. (see chart) Timed fuse chart 2nd turn: explodes on a result of 6 3rd turn: explodes on a result of 5+ 4th turn: explodes on a result of 4+ and so on....... Premature explosion: should the unit be hit by incoming missle fire before getting into close combat (or blowing up on its own) roll a d6. on a 1-4 one of the slaves has been hit. on a 5-6 the fuel carrier has been hit and if the carrier ( wich saves as a common) slave takes damage, it explodes as per the rules above. Likewise, should the unit be engaged by enemy troops, resolve combat as normal but each wound taken is rolled for as above on a d6. The pack master: should the pack-master be picked off by enemy missle fire or in some other fashion be killed before the bomb goes off, the rest of the unit instantly panics and runs off wildly as in the warpfire misfire chart. ie. (roll artillery dice and the unit runs off 2d6 in that direction unitl it comes in contact with something and explodes) unit type and cost: This shall be considered a rare unit and the general is limited to 2 of them. The cost of this unit is 67 points ( 25 for the packmaster, 30 for the fuel carrier, and 2 points per 6 slaves) Well thats what Ive come up with so far. I think they would deffinately get your opponents attention and will be great fun ill tell you how they worked for me after i use them this weekend. of course any insights, questions will be appreciated. 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, fails to kill a modell in one rank 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. At the end of this rule (when you have ended all cutting, or rolled the misfire) place the model at the back of the enemy unit, no longer in CC. Note, if the model is removed from play because of Misfire you do not place it at the back of the enemy unit. If it has died, it is to be dead (Or so they say, nonbelivers in dead-things) 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 does nothing more this and next turn. 5-6: Something from the enemys flesh seems to not like this cutting-machine from skryre and has decided to get stuck on one of the blades, wich result in slowing down the rotating speed. The weapon team stops cutting trough the units ranks. |
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Baanaaanaaaanaaaanaaanaaanaaaa For the Monkey Boy, Boys! | |
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| s'nkeep | 13th May 2006 - 12:13 PM Post #3 |
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Ajax = warpstone juice
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have have you, have everything from the previous thread? |
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| Warwolt the disturbed assassin | 13th May 2006 - 12:23 PM Post #4 |
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D00M WH33L 1337 R1D3R
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Not yet, will post it all later. Is just about to play RA:2 against a bud. Will PM you when its ready to be kill-killed ![]() Mutate: OMG OMG OMG! M A S S I V E uppdate folks, just pick what you think sounds cool. Read the rules and nominate it to list! Pleas do not start working out the rules yet, lets just start with forming a base to build all on. Then we start fix this ![]() Next time, use the mutate button, or I'll start randomly deleting posts. ~Vinshqueek~ hrm hrm... excuse me Wheres all nomitantions Can make a summery list later, when I get home from school if it helps
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Baanaaanaaaanaaaanaaanaaanaaaa For the Monkey Boy, Boys! | |
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| Polymphus | 18th May 2006 - 08:01 AM Post #5 |
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Black and White again
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Hmm...if you want some people commenting you could always try going to the Hammer Anvil (click the link in my sig) [/cheap plug] Alright, thoughts... -Why does the warplock commander spread his Ld to all jezzails within 18". He may be their leader but why is he more of a leader than a warlord? He's also a Ld7 Skaven hero which may need remedying. -Those slaves are waaaaay too good. At present I'd say they're worth about 8-10pts each. S4? Immune to psychology? the chance to actually get better when they misfire?!? I also take it they're a unit as opposed to a single model. -T'is spelt pistoliers And make them 10-11pts each, I've seen what one warplock pistol can do, I don't fancy seeing what a whole unit is capable of.-Does the warpstone thrower allow armour saves? -Unbreakable for the drill crew? Immune to psych. and a leadership boost I could understand but unbreakable is a pretty big thing. You sure about that one? -Earthshaker is too Chaos-dwarfy. If I were in charge (which I'm not so ignore me if you wish) it'd be out. Too much like something else already ingame.-Globe thrower causes fear? I'm going to use the most sceptical smiley I can find . It's devastating huh? Isn't a cannon? Why don't my Empire great cannons cause fear?That;s about my thoughts for the list. Some of the spelling and grammar needs to be cleaned up and imo there are too many rare choices but it's a good start. Poly Out |
| Polymphus is too busy and/or lazy to update song of the week this week. Stay tuned! | |
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| Warwolt the disturbed assassin | 18th May 2006 - 09:20 AM Post #6 |
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D00M WH33L 1337 R1D3R
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ehe, this is just a collection of all the old stuff on the forum. I want you guys to pick out what ye like. THEN we start out working on this. Meh, i´ll make a list then: charas: Skryre Technican Warplock Commander Core: Warpstone Slaves Special: Warplock Pistoleers Skaven Hover-Thing Warpstone Thrower Warpcopter Skyre Drilling Machine Rare: Skaven Warpfield Generator Earth Shaker Skaven Carrying machine Globe Thrower Ratlingcopters Select the ideas you like, not the rules nor a rare or core! This is just the first very basic step of putting some of the old stuff unti a new list. Also, we might have to tone down some things and make core, less rare and more charas. And ofcourse NEW units along with the old skryre ones (!) ![]() Nomitations end 13 June! |
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Baanaaanaaaanaaaanaaanaaanaaaa For the Monkey Boy, Boys! | |
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| Polymphus | 19th May 2006 - 06:33 AM Post #7 |
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Black and White again
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So you just want to know what I think about the concepts? Hokay then... Heroes -What's wrong with the Engineer? The technician just seems a little redundant. -Warplock commander: nope, don't like I'm afraid.Core -I like the concept of the slaves, I'm just not sure about the rules. But if you're just wondering about the concept they seem solid. Special -Pistoliers, me likey Gamewise they could be upgraded to core. They're about on par with globadiers right now.-Hover-things are a cool idea, I'm just not sure if they're too futuristic or not. People are already complaining about our machineguns and lascannons so let's not give them mysteriously hovering things quite yet. -Warpcopter is solid -Me likey the drilling machine. Once again not sure if it fits into the time period but you could change the fluff a little and have something both effective and cool in there. It could do with being made a rare choice however. Rare -Generator is good. -As said above, I'm completely against the Earthshaker, no, no and once again, no -Skaven carrying machine Makes me think of a giant mousewheel with a whole lot of skaven running around inside going "faster-faster!!!". Me likes.-Globe thrower, would Skaven really lob warpstone at their foes? Wouldn't there be much better and more effective ways of using it? I'm gonna say no here. -Ratlingcopter, um...why not make it a 0-1 upgrade for the warcopter? |
| Polymphus is too busy and/or lazy to update song of the week this week. Stay tuned! | |
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| Skaven Lord Vinshqueek | 19th May 2006 - 09:57 AM Post #8 |
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Bunny ear says flop
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Alright, my intake on the clan Skryre army... First off (and apart from the entries above), I'd suggest to copy the mainstay of the warlord clan, as written in the armybook. Clan Skryre makes extensive use of their armed forces and have a decent support, when it comes to engineering. Therefor, my input in this list would still be to have a decent amount of models (clanrats) that serve as the rank-and-file troops of clan Skryre. I believe we had 'willem the white' in the Painting and Hobby section, whom had the plan to completely convert an entire unit of clanrats into clan Skryre warriors. So, onto the list above... Lords/ heroes: 1.) Skryre Technician - I'd only make him reroll to hit dice, as technicians aren't supposed to join combat units. It doesn't make sense to me to have an engineer from the clan Skryre labs grab a gun and simply walk towards the frontrank. No, these guys are definitely near a warp-lightning cannon/ jezzail unit, tweaking the performance of the long-range weaponry. 2.) Warplock Commander - Sounds decent enough to me as a general, though rules still need to be tweaked here IMHO. Core units: 3.) Warpstone slaves - Drop from the list. The grey seers don't actually wish to involve themselves too much with clan Skryre and IMHO a unit can't generate power dice, especially skaven. Special units: 4.) Warplock pistoleers - Sounds decent enough to me. 5.) Hoover thing - Same here. 6.) Warpstone thrower - I'd drop it. We're engineers, not O&G. 7.) Warpcopter - Sounds decent enough to me. 8.) Skryre drilling machine - Sounds incredibly fun, though rules still needs to be tweaked a bit. Rare units: 9.) Skaven warpfield generator - Waaaaay too much rules. Drop it. 10.) Earth shaker - Waaaaay too much rules. Drop it. 11.) Skaven carryin machine - No decent use, drop it. 12.) Globe thrower - I'd drop it. We're engineers, not O&G. 13.) Ratling copters - Take it in the list. Items: 14.) Ingenious device - Waaaaaaaay too much info... Will get back on this later. 15.) Hover jetpack - Use the rules for Hoover thing, then it could be in the list. 16.) Warplightning pistol - Really like this, VERY random... Should be in! 17.) Selfdestruct collar - Sounds decent, though I have my doubts here. Weapon teams: 18.) Skaven suicide team - Sounds decent, though I have my doubts here. 19.) Warppowered rotating blade - Fun, but nope. A note after all this, is to have weapons divided between 'tested' and 'experimental'. The first one would be weaponry like the jezzails, cannon, doomwheel, etc. The experimental weaponry would be those that are brought along to test, thus having a far more horribly misfire chart. Though, SHOULD they hit, their effects could be far more devestating... Simply taking a big risk. Greetz |
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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| Mutator | 29th June 2006 - 04:24 AM Post #9 |
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Retired fat dude
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I've updated the ratlingcopter entry in the forum. I've also added my versions to the Warp-Zeppelin and Tunneller Machine Thingy threads ![]() |
| Mostly harmless | |
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. It's devastating huh? Isn't a cannon? Why don't my Empire great cannons cause fear?
nope, don't like I'm afraid.
Gamewise they could be upgraded to core. They're about on par with globadiers right now.



