Post by F.K.M on Apr 6, 2012 15:38:17 GMT -5
Ok so unit ideas:
"Poisoned wind globadiers were always considered quite ingenious and well put to use by the warlocks of clan skryre. However the lack of speed and harassment by cannon fire left the skaven mired and arguing at whose fault it was. The warlocks came up with many ideas even trying to copy the dwarf gyro-copters but their attempts to modify it with warpstone proved too costly. Skreetch Scratchpaw was the first to devise the device that would be known as the warpfire jetpack with a bit of tinkering. Of course he was assassinated and had his device stolen by Shiffty Mangehide. Most skaven knew it wasn't his idea but they didn't care about that as the device itself was a heavily sought after item amongst the warlord clans."
Poisoned wind globadiers can have jetpacks for the additional cost of 5-8 pts. They do explode mid-flight on a one so watch out. As far as rules go jetpacks give the 'fly' rule but for every fly move made every jetpack skaven must roll above a one or die (like 'dangerous terrain').
Also warlock engineers can have jetpacks but instead of instantly dying they take a wound on the roll of a one.
Tretch Craventail:
New abilities that he has allow him to also come in on a table edge with his attached unit and outflank (rules for ambushing units are as normal i.e. roll for each turn to see if they come in). He will cost more so his points will be modified.
New skaven abilities:
They're always watching....:
In skaven hierarchy there's always somebody out to kill you and take your place. A skaven leader (the general) must roll a die for each player turn and if a '1' is rolled he takes a wound with no armor saves allowed from assassination attempts.
Spy network (i may make this a wargear item or banner that costs points):
Clan eshin has done well to help spy on the lesser races of the surface world. When deploying units the enemy must deploy d3 units before the skaven player. This will probably allow them to finish setting up first.
Skaven warp lightning team:
Rules are as follows. The team does artillery dice in hits at strength 5. Failed rolls to wound against flying units can be re-rolled. Range of weapon: 18".
It has the following misfire results.
Die roll:
6- 'Do you feel something?' A massive shot of warp lightning goes out and does 2 artillery dice worth of hits (misfires must be re-rolled unit they come up with another result). The weapon team can't be fired next turn as the crew stands with its fur on end and temporarily shocked and stunned from warp lightning.
3-5 'It's out of control!' The warp lightning team shoots at a target your enemy nominates within the range of the team.
1-2 'What's that noise?' A cataclysmic explosion of warp lightning takes place. All units within 2d6" take 2d6 worth of strength 5 hits. Remove the warp lightning team.
Skaven wargear:
land mines: Land mines are dug before the battle. Clan eshin characters can use land mines (d3 mines for 50 pts with only one purchase possible). Each time an enemy unit moves roll a d6. On a 6 the enemy has set off a mine. It is set off by the unit that rolls a 6. Landmines explode in small blasts at strength 3 with str 6 for the model in the center hole. Roll a d6 to see if it goes off and on a 1 one of your own units (opponent's choice) sets off a mine instead. If the mine backfires it hits your unit instantly with no need for further rolls.
warpfire jetpacks: They can be bought by warlock engineers and give the 'fly' rule. Each time it moves using the 'fly' rule a d6 is rolled and on a 1 takes a wound.
doom flayer: Modified to 3 wounds instead of one with the rest of the same stats except for the following. "Stooooooop, stoooooop, stoooooop!" On a 3-5 for a misfire the doom flayer moves in a random direction 2d6" and does artillery dice worth of hits. If the result on the artillery dice is another misfire it explodes in a small blast doing str 4 hits with a -2 armor save modifier.
Epitomising the skaven adage of life being cheap. The skaven have devised a bomb that is pushed into battle by a crew of skavenslaves.
Skaven suicide bombs do strength 5 damage in a small blast. To use charge an enemy unit during your movement phase and roll for your result during the shooting phase. Roll a d6 to see what happens.
1-2: Revenge! The skavenslaves rebel and attack their parent unit and thereby detonate into them.
3-5: Works normally. The device works as it should.
6: Why's the fuse so long? The suicide slaves stand motionless and soil themselves not knowing what happened. In the following turn or if the weapon team is in any way killed the unit blows up in a large blast at strength 5 doing d6 wounds at the center. Since they are slaves they have the 'life is cheap' rule and can be shot at by the owning player to set off.
Plague rat riders:
Plague monks can ride plague rats to increase their own speed. They keep their toughness of 4 but move up to movement 8 and have swiftstride. They cost about 16 pts each (i'm thinking about it).
A spoonful of warpstone helps the plagues go down! *vomits*: For a certain amount of points plague monks can ingest a concoction of plagues and poisons to vomit at the enemy. The enemy takes a str 2 wound with no armor saves allowed for every unit in base contact with the unit in melee.
Poisoned attacks: For more points the plague rats can be given poisoned attacks.
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I'm unsure if i should give the plague rat riders plague censers but i'm thinking no. It would really jack up the cost of the unit.
"Poisoned wind globadiers were always considered quite ingenious and well put to use by the warlocks of clan skryre. However the lack of speed and harassment by cannon fire left the skaven mired and arguing at whose fault it was. The warlocks came up with many ideas even trying to copy the dwarf gyro-copters but their attempts to modify it with warpstone proved too costly. Skreetch Scratchpaw was the first to devise the device that would be known as the warpfire jetpack with a bit of tinkering. Of course he was assassinated and had his device stolen by Shiffty Mangehide. Most skaven knew it wasn't his idea but they didn't care about that as the device itself was a heavily sought after item amongst the warlord clans."
Poisoned wind globadiers can have jetpacks for the additional cost of 5-8 pts. They do explode mid-flight on a one so watch out. As far as rules go jetpacks give the 'fly' rule but for every fly move made every jetpack skaven must roll above a one or die (like 'dangerous terrain').
Also warlock engineers can have jetpacks but instead of instantly dying they take a wound on the roll of a one.
Tretch Craventail:
New abilities that he has allow him to also come in on a table edge with his attached unit and outflank (rules for ambushing units are as normal i.e. roll for each turn to see if they come in). He will cost more so his points will be modified.
New skaven abilities:
They're always watching....:
In skaven hierarchy there's always somebody out to kill you and take your place. A skaven leader (the general) must roll a die for each player turn and if a '1' is rolled he takes a wound with no armor saves allowed from assassination attempts.
Spy network (i may make this a wargear item or banner that costs points):
Clan eshin has done well to help spy on the lesser races of the surface world. When deploying units the enemy must deploy d3 units before the skaven player. This will probably allow them to finish setting up first.
Skaven warp lightning team:
Rules are as follows. The team does artillery dice in hits at strength 5. Failed rolls to wound against flying units can be re-rolled. Range of weapon: 18".
It has the following misfire results.
Die roll:
6- 'Do you feel something?' A massive shot of warp lightning goes out and does 2 artillery dice worth of hits (misfires must be re-rolled unit they come up with another result). The weapon team can't be fired next turn as the crew stands with its fur on end and temporarily shocked and stunned from warp lightning.
3-5 'It's out of control!' The warp lightning team shoots at a target your enemy nominates within the range of the team.
1-2 'What's that noise?' A cataclysmic explosion of warp lightning takes place. All units within 2d6" take 2d6 worth of strength 5 hits. Remove the warp lightning team.
Skaven wargear:
land mines: Land mines are dug before the battle. Clan eshin characters can use land mines (d3 mines for 50 pts with only one purchase possible). Each time an enemy unit moves roll a d6. On a 6 the enemy has set off a mine. It is set off by the unit that rolls a 6. Landmines explode in small blasts at strength 3 with str 6 for the model in the center hole. Roll a d6 to see if it goes off and on a 1 one of your own units (opponent's choice) sets off a mine instead. If the mine backfires it hits your unit instantly with no need for further rolls.
warpfire jetpacks: They can be bought by warlock engineers and give the 'fly' rule. Each time it moves using the 'fly' rule a d6 is rolled and on a 1 takes a wound.
doom flayer: Modified to 3 wounds instead of one with the rest of the same stats except for the following. "Stooooooop, stoooooop, stoooooop!" On a 3-5 for a misfire the doom flayer moves in a random direction 2d6" and does artillery dice worth of hits. If the result on the artillery dice is another misfire it explodes in a small blast doing str 4 hits with a -2 armor save modifier.
Epitomising the skaven adage of life being cheap. The skaven have devised a bomb that is pushed into battle by a crew of skavenslaves.
Skaven suicide bombs do strength 5 damage in a small blast. To use charge an enemy unit during your movement phase and roll for your result during the shooting phase. Roll a d6 to see what happens.
1-2: Revenge! The skavenslaves rebel and attack their parent unit and thereby detonate into them.
3-5: Works normally. The device works as it should.
6: Why's the fuse so long? The suicide slaves stand motionless and soil themselves not knowing what happened. In the following turn or if the weapon team is in any way killed the unit blows up in a large blast at strength 5 doing d6 wounds at the center. Since they are slaves they have the 'life is cheap' rule and can be shot at by the owning player to set off.
Plague rat riders:
Plague monks can ride plague rats to increase their own speed. They keep their toughness of 4 but move up to movement 8 and have swiftstride. They cost about 16 pts each (i'm thinking about it).
A spoonful of warpstone helps the plagues go down! *vomits*: For a certain amount of points plague monks can ingest a concoction of plagues and poisons to vomit at the enemy. The enemy takes a str 2 wound with no armor saves allowed for every unit in base contact with the unit in melee.
Poisoned attacks: For more points the plague rats can be given poisoned attacks.
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I'm unsure if i should give the plague rat riders plague censers but i'm thinking no. It would really jack up the cost of the unit.