Yodhrin Knight
Posts : 96 Trading Reputation : 0 Join date : 2014-09-06
| Subject: Clan Skryre rewrite feedback. Fri 17 Jun 2016 - 6:28 | |
| Blame maxxev for this, his lovely wheelchair conversion threw my brain into its Ratmen gear I've found three or four versions of a warband for Clan Skryre Skaven, the most commonly used and best developed of which seems to be Firuz the Accursed's. That's a nice bit of work, but for me personally there were a few wee aspects that make it unsuitable; the lack of a Rat Ogre is a dealbreaker since that means no Stormfiend conversion project, the inclusion of the Ratling Gun doesn't work for me given the fluff in the most recent Skaven army book(they're only ~100 years old, derived from Empire repeater handgun tech, so wouldn't be about in Mordheim), and the Weapon Specialist/Warpstone Pump mechanic is a touch too convoluted. Obviously that's a statement of preference, not a slight against Firuz's version. So, below is the prelim text of my own variation, I'd appreciate any feedback you can offer(except, obviously, "why did you bother just use the rules that are there" ) before I finalise the initial playtest version and lay it out in PDF. Equipment List: - Spoiler:
Hero List
Dagger - 1st Free/2wt Club - 3wt Sword - 10wt Spear - 10wt Halberd - 10wt DHW - 15wt Steel Whip* - 10wt
Warplock Pistol - 35wt(70 for brace) Warplock Musket - 55wt Blunderbuss - 35wt
Light Armour - 20wt Heavy Armour - 50wt Helmet - 10wt Shield - 5wt
Engineer List
Gasmuzzle - 5wt Warpfuelled Exoskeleton** - 65wt Warp Blades - 40wt Poison Wind Globes - 20wt Far-claw Grapple - 15wt
*Overseer only. **Warlock Engineer only.
Weapon Team List
Warpgrinder - 40wt Warpfire Thrower - 70wt Jezzail & Pavise - 180wt
Light Armour - 20wt Heavy Armour* - 50wt
*not an option for Jezzail teams.
Globadier List
Club - 3wt Axe - 5wt Sword - 10wt
Light Armour - 20wt Heavy Armour - 50wt Helmet - 10wt
CHOICE OF WARRIORS
Max size 20
1x Warlock Engineer 0-1 Overseer 0-4 Assistant Engineers Any num of Skavenslaves 0-3 Weapon Teams 0-3 Globadiers 0-1 Rat Ogre
STARTING XP Warlock - 20 Overseer - 8 Engineers - 4
Special/Unique Equipment - Spoiler:
Warplock Pistol: R 10", S5, -3SvM, Fire every other turn - 35wt, Rare 11
Warplock Musket: R 20", S5, -3SvM, Move or Fire, Fire every other turn, Rare 11 - 55wt
Warpfuelled Exoskeleton: Counts as Heavy Armour, adds +1S - 65wt, Rare 10
Warp Blades: Gives Chain Lightning "spell", must attach to Spear, Halberd, DHW, or Exoskeleton - 40wt, Rare 9
Poison Wind Globes: R S+D6, S Special, SvM Special, Poison Wind, Gently does it...,
Poison Wind - Roll to hit place small template, if miss scatter D3", if 1 rolled to hit fumbled & dropped at feet so place template on throwing model, anything under is wounded on 4+, no saves, no cover - 20+2D6wt, Rare 7
Gently does it... - Models armed with Poison Wind Globes must be careful not to shatter them before they can be thrown, and so can only ever fight with one single-handed melee weapon in close combat.
Gasmuzzle: Models wearing a Gasmuzzle are only wounded by Poison Wind on a 6+ rather than usual 4+ - 5wt, Common
Aetheric Condenser: +1 to spellcasting rolls - 100+(D6x10)wt, Rare 8.
Supercharged Modulator: +1S for Chain Lightning - 30+2D6wt, Rare 11
Warpstone Optics: Removes negative to-hit penalty when firing against enemies in Cover, increases range to spot Hidden enemies by 4" - 20+(D6x2)wt, Rare 9
Shadow Magnet: Imposes -1 to-hit penalty(stacks with range/cover/movement mods) against anyone firing on the bearer - 50+(D6x3)wt, Rare 11
Far-claw Grapple: R 8", S Special, One & done, Grapple - 15wt, Rare 7
One & done - the Far-claw may only be fired once per game.
Grapple - the Far-claw always rolls to hit with the firer's unmodified BS. If the target is struck it must take a Strength test on D6; if it fails, the target model is pulled D3+2" towards the firer. This can cause the target to fall with all the normal effects. The Far-claw also counts as a Rope & Hook until fired.
Discipline Engine(energy pack connected to special steel whip with superconductive core): R Close Combat , S User, Cannot be parried, Whipcrack, Quell dissent, Double cycles - ?wt, Rare 11, Overseer only.
Quell dissent - a Discipline Engine extends the range at which Skavenslaves may use the Overseer's leadership if he is equipped with a Steel Whip to 9".
Double cycles - the Overseer may choose to forego his normal attacks as well as any Whipcrack bonus to make a single Overcharge attack. If the attack hits, the target model must pass a Toughness test or else be automatically Knocked Down as the whip wraps around their neck and delivers a massive electric shock.
Warpgrinder: R Close Combat, S4, -1sVM, Rip & Tear, Burrow, Unwieldy - 40+2D6wt, Rare 9
Rip & Tear - a Weapon Team armed with a Warpgrinder makes D3 attacks at Initiative when in Melee using the profile above.
Burrow - A Weapon Team armed with a Warpgrinder may pass through terrain features at a chosen point providing their base movement is enough to cary them all the way through(ie, they may not Run in the same Movement Phase as they attempt to Burrow). Roll a D6 - on a 2+ the team drills through without incident, but if a 1 is rolled something has gone horribly wrong and you must consult the mishap table below, no breach is created. If the drilling is successful, place a token to mark the breach - from that point on, any other model except those considered Large/Large Targets may travel through the hole created.
Unwieldy - a Weapon Team carrying a Warpgrinder can only Charge or Run a distance up to their movement + 2" rather than double. Additionally, when it takes a wound its movement is reduced by 2, its attacks are reduced to 1 rather than D3, and attempting to Burrow will Mishap on a 1-2 rather than just a 1.
Mishap:
Roll D6 1. Catastrophic Collapse! The structure cannot withstand the brutal power of the Warpgrinder; all models occupying the terrain feature, including the Weapon Team, immediately take a single automatic S4 hit from flying rubble, and for the rest of the game the terrain feature counts as Very Difficult Ground(if it was already, it becomes Impassable). 2-3. Falling Debris. All models occupying the terrain feature, including the Weapon Team, immediately take a single automatic S3 hit. 4-6. Ominous Rumbling. The Weapon Team cower in terror at the prospect of being buried alive; the Team may take no further actions that player turn.
Warplock Jezzail & Pavise: R 36", S6, -3SvM, Move or fire, Prepare shot, Unstable ammunition, Pavise, Unwieldy - 200+(D3x10)wt, Rare 9.
Unstable ammo - if a 1 is rolled to hit, roll a second D6, if the result is 1 or 2 the weapon backfires; resolve an automatic hit against the Weapon Team using the profile above.
Pavise - the Pavise provides both protection and stability, granting the Team a 4+ save against ranged attacks only, and the ability to pick any target they can see which is within range, without regard for which are closest or in cover.
Unwieldy - a Weapon Team carrying a Jezzail & Pavise only Charge or Run a distance up to their movement + 2" rather than double. Additionally, when it takes a wound its movement is reduced by 2, subsequent shots are at -1 to hit, and it can no longer ignore the normal shooting priority rules.
Warpfire Thrower: R Special, S5, -2SvM, Move or fire, Warpfire, Injector Pump, Unwieldy - 70+3D6wt, Rare 10.
Warpfire - when shooting the weapon mark out an area with the distance and width determined below, all models that fall within the Thrower's area of effect are hit once automatically with the profile above and are set on fire(add fire rules ref here).
Injector Pump - the controlling player may choose to roll up to 3D6 to determine the range of a Warpfire Thrower shot, and each dice rolled also adds 1" to its width. If any 1's are rolled when determining range, roll once on the misfire table below.
Unwieldy - a Weapon Team carrying a Warpfire Thrower can only Charge or Run a distance up to their movement + 2" rather than double. Additionally, when it takes a wound its movement is reduced by 2, it may only roll up to 2D6 for range, and from that point on it may only fire every other turn.
Misfire: 1. Boom! The weapon experiences a catastrophic failure and explodes violently, all models within 3" including the Weapon Team itself suffer a hit exactly as if they had been the weapon's target. The Warpfire Thrower is permanently destroyed and must be removed from your roster. 2-3. Fuel Leak. A ruptured pipe or crack in the tank sprays corrosive fuel all over the weapon's carriers, resolve an automatic S4 hit against the Weapon Team. The Warpfire Thrower may not be used again that game. 4-5. Pressure Loss. Some minor malfunction(or lazy slacking pump operator) prevents the Warpfire Thrower from achieving sufficient pressure to fire. The Team must spend the following turn restoring operating pressure and cannot move or shoot whilst doing so. 6. Overload! Massive overpressure ruptures the tank and melts the barrel of the weapon, but not before belching out a huge gout of green fire. Treat the shot as having a range of 24" and a width of 3", and also resolve a single hit with the weapon's profile against the Weapon Team. The Warpfire Thrower is permanently destroyed and must be removed from your roster.
Skills - Spoiler:
Skill table:
Warlock Engineer - All*
Overseer - Combat, Strength, Speed*
Assistant Engineers - Combat, Shooting, Speed*
*Clan Skryre Heroes may also choose the Black Hunger skill, see the Skaven warband in the Mordheim rulebook.
Heroes - Spoiler:
1 Warlock Engineer, 70wt:
M5 WS4 BS4 S3 T3 W1 I5 A1 LD7
Weapons/Armour: the Warlock Engineer may be armed with weapons and armour chosen from the Clan Skryre Heroes Equipment, and Engineer Equipment lists.
Special Rules Leader: Any warrior within 6" of the Warlock Engineer may use his Leadership instead of their own. Wizard: the Warlock Engineer is a wizard and uses Magic of the Horned Rat, see the Magic section of the Mordheim Rulebook for details.
0-1 Overseer, 40wt:
M6 WS3 BS3 S4 T3 W1 I5 A1 LD6
Weapons/Armour: an Overseer may be armed with weapons and armour chosen from the Clan Skryre Heroes Equipment list.
Special Rules Slave Driver: Skavenslaves may use the Overseer's Leadership if they are within 3", or 6" if he is armed with a Steel Whip.
0-4 Assistant Engineers, 25wt:
M5 WS3 BS3 S3 T3 W1 I4 A1 LD5
Weapons/Armour: Assistant Engineers may be armed with weapons and armour chosen from the Clan Skryre Heroes Equipment, and Engineer Equipment lists.
Henchmen - Spoiler:
Skavenslaves:
M5 WS2 BS2 S3 T3 W1 I4 A1 LD2
Weapons/Armour: Skavenslaves are armed with various skavenged weaponry, and count as being armed with a single dagger.
Special Rules Grist for the mill: Skavenslaves are almost(but not quite) worthless to their masters and betters; members of a Clan Skryre warband may shoot, throw, and cast spells into a close combat that includes only enemies and Skavenslaves, randomise any hits. In addition the deaths of Skavenslaves are of so little concern to the rest of the warband that they only count as half a model for the purposes of determining when the warband must take a Rout test. Easy come, easy go: Unless the warband includes an Overseer, it will lose Skavenslaves to attrition, disease, and escape attempts after every game. If no Overseer is present immediately after rolling for Injuries during the postgame sequence, roll a D6 and remove that amount of Skavenslaves from your roster at once. Experience: Skavenslaves don't survive long enough to gain experience.
0-3 Weapon Teams, 40wt:
M5 WS3 BS3 S3 T3 W2 I4 A1 LD5
Weapons/Armour: Weapon Teams *must* be armed with one of the weapons from the Weapon Team Equipment list, or they will not fight. They may also select armour from the same list.
Special Rules Joined at the hose: Weapon Teams consist of two Skaven but, due to the fact they're essentially using the same weapon, they are treated as a single model with the combined profile shown above and should be modelled either on a single base(25x50mm square or 60X35 oval are recommended) or, if using existing single-based models, must remain in base-to-base contact at all times with the appropriate models in front and behind. They do, however, count as two models when considering the Warband size limit.
A very particular set of skills: Weapon Teams cannot become Heroes, reroll any result of TLGT.
0-3 Globadiers - 45wt:
M5 WS3 BS3 S3 T3 W1 I4 A1 LD5
Weapons/Armour: Globadiers have a Gasmuzzle and Poisoned Wind Globes by default, and may select additional weapons & armour from the Globadiers Equipment list.
Special Rules A very particular set of skills: Weapon Teams cannot become Heroes, reroll any result of TLGT.
0-1 Rat Ogre
M6 WS3 BS3 S5 T5 W3 I4 A3 LD4
Weapons/Armour: Jaws, claws and brute force! Rat Ogres never use weapons or armour.
Special Rules Fear: Rat Ogres are so frightening they cause fear.
Stupidity: A Rat Ogre is subject to stupidity unless a Skaven Hero is within 6" of it.
Experience: Rat Ogres do not gain experience.
Large Target: Rat Ogres are Large Targets as defined in the shooting rules.
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Yodhrin Knight
Posts : 96 Trading Reputation : 0 Join date : 2014-09-06
| Subject: Re: Clan Skryre rewrite feedback. Fri 17 Jun 2016 - 21:26 | |
| - Von Kurst wrote:
- Ya know there is the Clan Skryre Rat Ogre hired sword...
Aye, it's...not very good. And has a ranged weapon and lots of unique mechanics - the rest of the band has plenty of gubbinz to deal with already IMO. - Quote :
- Having the weapon team count as a single stat line is a good solution to a pesky problem, but I started back in 3rd edition when the weapon teams were separate models. I loved killing off the jezzail armed model or the guy with the nozzle and making the weapon worthless.
Aye, I tried to represent that as much as possible using the Unwieldy rule on the weapon profiles, again though it was an issue of wanting to include as many interesting and weird things as possible without bogging down play too much, and I felt some streamlining of the Henchmen was necessary to allow for that. Do you have any thoughts on a fair price for the Discipline Engine? | |
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Yodhrin Knight
Posts : 96 Trading Reputation : 0 Join date : 2014-09-06
| Subject: Re: Clan Skryre rewrite feedback. Sat 18 Jun 2016 - 19:14 | |
| - Von Kurst wrote:
- 15+3d6?
Jezzail--instead of having a separate Misfire rule, how about just using the existing black-powder misfire?
Is Chain Lighting another name for Warp Lightning? Aye that's roughly what I had in mind. That's actually a great idea, always better to repurpose than duplicate. Kindof, the reference to nothing is there because I'd not decided if it would work the same as Firuz's version(which can "jump" to additional models near the target), but I concluded there's no reason to mess with something that works so the "spell" will be in the PDF version. | |
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gislasa
Posts : 2 Trading Reputation : 0 Join date : 2016-06-27
| Subject: Re: Clan Skryre rewrite feedback. Tue 28 Jun 2016 - 0:33 | |
| - Yodhrin wrote:
- Sorry I'll work on the wording. Your roll the up-to-3D6 first which gives you the area of effect, anything within that takes a single S5, -2 armour save automatic hit.
Got it, but based on this it seems like the ballistic skill of the user wouldn't be a factor since the area is completely random. I love the idea of the risk in rolling more dice, but it seems odd to completely take BS out of the equation. | |
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