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Slaver's Force
Topic Started: 15th August 2006 - 01:20 PM (251 Views)
Mebob
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Okay, Here is a list for an Army made up almost entirely by slaves.

Skaven Warlords use units of slaves to tie up their enemies shock troops, and heavy hitters, or as decoys, allowing other skaven to charge the enemy in the flank etc.

But what if this was used on a larger scale? What if a Skaven Warlord was to send a larger force of slaves to tie up a whole army, giving the Main force time to retreat, set up an ambush, bypass the army or simply thin down the enemies number.


This list has been designed (by me) for use in map campaigns, and for smaller battles, but you could use it out of a campaign, or as allied force (using rules like the ones found in the Kislev list) I have not yet play tested these rules, and i am posting them to share with everyone =D, amd i'm hoping that i will attrack alot of constructive critism with this post.

Heroes
1+ Slaver Master (Follows rules for Master Moulder, except Beastmaster rule is replaced with the following: Slavemaster- All slave units within 6 of the Slave Master can re-roll any failed Psychology test)

Core
Clanrat Slaves (Mainstay unit)

Clanrats

0-1 Rat Swarm

“Improved” Slaves 3 Points
Masses of slaves are often pushed ahead of Skaven armies as a screen against misslefire or to test the strength of the enemy. Occasionally a rather disturbed Slave Master will decide to Experiment on and “Improve” his stock, the most common of these improvements is adding grappling hooks and blades which is then grafted onto the stumps were their hands used to be, or even given extra limbs.

M WS BS S T W I A LD
5 2 2 3 3 1 4 1 2

Weapons: an assortment of extra limbs and weapons grafted on (Counts as additional hand weapons)

Options:
May be given spears (+ pt/model)
Slings (+2pts/model)
Upgrade one “Improved” Slave to a Musician +4
Upgrade On “Improved” Slave to Ripper(unit champion) (+ 1A)
May have Grappling hooks grafted on (+1pt/model)
Toughened Hides (+1 pt/model) 6+ armour save
May be Given drugs to induce a frenzy (+2pts/model)

Expendable

Specail
Plagued Slaves 4points
Masses of slaves are often pushed ahead of Skaven armies as a screen against misslefire or to test the strength of the enemy. Occasionally, with the help of toxins/plagues supplied by Clan Pestilines, the slaves are infected with a Fatal Disease with the intent of spreading it to the enemy.
(Follows all rules for normal slaves with the following rules in addition)

Cloud of Flies, Dying (see page 63 of the Lustria campaign book) Infected (All models in base contact with the Plagued Slaves at the end of any turn, must make a toughness test or fall to the plague, remove the model as a causality if the test is failed. All models in base contact with a model that falls to the plague must instantly make a toughness test or fall to it (Note: any models in base contact with a model that falls from this second test does not need to take a toughness test).

0-1 Night Runners

0-1 Gaint Rats

Rare

Dogs of War

0-1 Gutter Runners
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Morgoth
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Very interesting indeed.

However, (fluffwise) you must make sure, that there are enough "non-slaves" to keep them to it. If there are too many slaves, and too few to control them, wouldn't they just run away?

Let us know how it goes. it is always fun to see "modified" armies.

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Mebob
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Pants are for the weak!
Quote:
 
you must make sure, that there are enough "non-slaves" to keep them to it. If there are too many slaves, and too few to control them, wouldn't they just run away?

Okay thanks for pointing that out, i've restricted most troop chioces seems as fluff wise, the whole army is ment to be expendable and not the actual main force, which of caurse creates a problem to what you pointed out. So i've come up with a few ideas to solve it:
Add Packmasters to each unit, at maybe 6points per model, but by doing that it would increase the units LD to 5 (the packmasters LD) which could be solved by reducing their leadership to 2 (justifying it fluff wise by the fact the packmaster's know that their unit is most likely going to be slaughtered, so they are looking for an opportunity to run)
Or the lsit could be left the same, but have packmaster models at the end of each unit, but with no additional rules?
Or I could create some sort of unit that would inflcit enough fear into the slaves to stop them from running.
Or possibly even packmasters Attached to units as they would with ratling guns, and possibly even with gaint rats (kind off like a prison gaurd, with a security dog with him to help keep order)
Personally i think the last idea would be the best to implement into the list.
[Edit] Another idea ive just come up with, is creating a unit, called "clanrat bullies" or something, using clanrat rules, but fluff-wise, are there to keep the slaves in check, and make sure theirs no troublemakers, or cowards in the ranks. [Edit]
Any other suggestions will be much aprecieated

[Edit] Okay, i've now created rules for a "Taskmaster Team"
Taskmaster Team 20 points
1 Taskmaster (packmaster rules with -1 M)
3 Gaurdrats (Gaint rat rules)

Specail rules
Skirmish, these teams are an option for slave units to take, and follow the same rules wepon attachments have, any slave unit within 5" of the team may reroll failed break tests.
Your army must include any number of Taskmaster Teams, equal to or over 1 third of the armies total amounr of Slave units (inclueding "improved" and Plagued slaves)
This is to represent the Skaven sent by the Main force's Warlord/greyseer to keep the Slave force in check
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Chieftain Cazgar
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that last unit with the guard rats in sounds pretty cool. the army sounds pretty nice, however i don't think fluff wise DoW units would want to join a slave army that was meant to die lol, as they wouldn't be able to spend their cash, and why would skaven pay people to die when they have hordes of rats to do it for free!

lol, otherwise it looks pretty cool and fun to play. tell us how you get on with it
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