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Post by flamingkillamajig on Feb 12, 2012 19:39:42 GMT -5
So first off i think we could use rat bat bombs either as an item purchase like pidgeon bombs or a unit.
The next unit idea is a new weapons team that shoots out warp lightning like the warp lightning cannon or the warp lightning magic spell. I'm not entirely sure what stat-line to give these units so far.
Perhaps we could have a siege beast (though the hellpit does this well) or a siege skryre war machine that's similar to the steam tank except plenty weaker toughness-wise. It's probably going to be a melee-grinder weapon like the doom flayer except unlike the doomwheel it'll be slower and not only do impact hits but more grind attacks than the doomwheel. Possibly roll an artillery dice to see the amount. I suppose you could also just re-work the doomwheel and i'd be happy. Currently if it doesn't charge all it has are grind attacks (d3 auto hit attacks) and a shitty 2d6 str 2 rat attacks.
We could also use rat spies or rat poison by having random rats along the field spying or biting the enemy. What this does is a possible plague like ability except much weaker for skaven or maybe some poisoned attacks. What rat spies would do is that it's known skaven use rats to spy for them. Basically this could allow more accurate infiltration, a d3 unit repositioning, enemy deploys d3 units first, possible unit reformation or movement or some other ability.
Then we could use more poisoned upgrades for skaven beasts probably.
A new skaven plague or poison spewing beast as a conjuction of work between clan moulder and skryre would also be nice to see. The claws of said beast would also be poisoned.
Emptyhat had the idea maybe we could have a skaven steam tank as the 13th steam tank (as there are currently 12 total). Perhaps it was stolen and i think it could be like a character model like how some people have greater daemon or daemon prince characters.
A skaven suicide skavenslave bomb weapon team or similar. Considering it'd be a suicide unit it should do a lot of damage. Since all skaven weapons teams are generally prone to misfire and the skavenslave could be either afraid of the enemy or wanting revenge against its skaven masters and the bomb is a bit random in itself we have that to think about. I figure the artillery die may need to be rolled to see if it misfires and maybe a scatter die to see where the skavenslave suicide bomb goes. Hard to say how this weapon will work but it may work similarly to night goblin fanatics. Of course when it hits a unit it explodes with possibly the small or large round template and for a pretty decent strength considering the few numbers of these things. It's possible this could be a slave unit. This will of course not cause panic tests for friendly units nearby if it dies however it may cause panic in the unit it blows up in. Maybe also have somebody roll a die for it like a pidgeon bomb. One of the results of misfire will probably be "it's a dud".
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Post by flamingkillamajig on Mar 9, 2012 22:26:09 GMT -5
Also another idea i have had other than suicide skavenslaves or suicide rats is that you have jetpack equipped skaven wielding some kind of weapon or another. Possibly even allow certain characters take jetpacks like warlock engineers. Then for the unit maybe equip them with poisoned wind globes or some kind of brass orb for the warlock engineers. Problem with this is currently brass orbs cost 50 pts and that takes up everything a warlock engineer can use so they couldn't use a jetpack with it (however death globes cost about 25 pts and can probably be given to poisoned wind globadiers as well and have both unit and character flying). Also since there's a bit of danger in this it will probably cost less in points than the flying carpet in the rulebook. Maybe instead of giving them the fly rule we could roll an artillery die and multiply it by 3 or something to see how far they can move each turn. Then again a 30 inch movement would be pretty crazy. So maybe have this as an upgrade for poisoned wind globadiers or give it to certain weapons teams like warpfire throwers and ratling guns or giving them a little gyro-copter for said weapons teams. For obvious reasons some weapons teams wouldn't work so well with jetpacks alone (the idea of a flying doom flayer with jetpacks is a little odd). So yeah maybe some ideas there with jetpacks and also a skaven gyro-copter.
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Post by flamingkillamajig on Apr 6, 2012 15:09:41 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 (heroes or lords) 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. 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 can be controlled by the enemy to shoot at one of your own units within its range.
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 detonating 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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Post by scourgewolf on Nov 18, 2013 3:07:53 GMT -5
the skaven have NO CAVALRY!!! they should have a warbeast; plague hounds, and plague monks should be able to ride them also exactly what does the plague furnace do
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Post by flamingkillamajig on Nov 18, 2013 13:25:48 GMT -5
I figure rat ogre stormvermin riders would be cool but then I feel like rat ogres themselves may not be taken as much.
Giant rats are kind of a war beast but the packmaster with them prevents any sort of swiftstride which is pretty annoying actually.
It was mentioned somewhere from somebody that skaven should have plague hounds being ridden by plague monks. They already have pox rats for your leader to ride so it wouldn't be a far stretch.
Another possibility is some more clan eshin or clan moulder stuff. If we could get mini-doom rocketeers and jetpack skaven i'd be totally set.
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Post by scourgewolf on Dec 2, 2013 14:23:47 GMT -5
Skaven would really benefit from a massive monster like the abomb Here is one I have devised: WS BS S T I W A Ld Robo-Rat: 5 4 6 6 3 4 7 2 Operator: 3 - 3 - 4 - 1 6
Equipment: Warpfire thrower 2x ripper blades (hand weapons that on hitting, roll a D6, on a 6 a massive charge of warp lightning hits the enemy, doing 2D6 strength 7 hits)
Warpsteel armour (armour that gives a 2+ save against shooting and a 3+ save in close combat. on being hit in close combat roll a D6, on a 1 the hit is diverted onto the enemy, then roll to wound as normal)
Special rules Monster with handlers
Robo-Rat misfire chart 1-2 Warp lightning discharge A massive charge of warp lighting does D6 strength 4 hits on the Robo-Rat 3-4 Short-Circuit The Robo-Rat may not attack this turn 5 BLAAAAAAM! The Robo-Rat takes D6 strength 6 hits with no armour saves allowed 6 Phew! The skilled operators manage to contain the problem Any improvement Ideas? ;D
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Post by flamingkillamajig on Dec 3, 2013 2:08:36 GMT -5
Well I don't know how to write the robo-rat. I once had a similar idea but some of what you said seems a bit OP whereas other parts seem fairly tame. I don't know if it should get a 2+ armor save or 1+. It is completely metal and yet skaven in general have very poor armor. Even the doomwheel is at a 4+ armor save.
What's the movement of this thing? Is it random movement 3d6 like the doomwheel and abomination?
Does this have 8 attacks then considering the ripperblades? 2d6 str 7 hits sounds kind of ridiculous. Normally warp lightning is at artillery strength hits so I'd imagine it works something like that. How does it work is it for each hit you roll a d6 and then you get the massive charge of warp lightning on a 6? Would it be better to have every 'to hit' roll having a roll of a 6 causes this to happen.
I'm kind of torn between this unit you created. It's probably about as hard to take down as a daemon prince but a cannonball would destroy it easily. In some ways it sounds too powerful but it doesn't sound any worse in ways than a steam tank. It's just if skaven get this why would they ever want to take a hellpit abomination or even a doomwheel. I figure the cost of this thing would have to be massive and it'd probably be cannon-bait so having other large targets to choose from is probably a good idea.
If I remember correctly from grey seer thanquol's dead and robotic boneripper it is low initiative but high in toughness and is unbreakable and leadership 10. The way I figure this should work is that you roll an artillery dice for each 6 you roll to hit. Each 6 rolled to hit also does 1d6 or 2d6 hits at variable artillery dice of strength all being magical attacks since it's warp lightning and warpstone weapons.
If this has handlers they should be hit if a template hits them. I can imagine this working with the warlock manning (ratting?) the device as a crew member with no wounds but some attacks like the empire steam tank or the warlock in the doomwheel. I also imagine he finds himself mostly same like the doomwheel so is probably at Ld 7 or 10 even as he probably finds himself one with the machine.
This should cause terror, possibly be unbreakable and be immune to psychology.
The misfire chart for skaven is normally 1-2, 3-5, 6. 6 is generally the good result or least hurtful one. I don't imagine it should probably be fixed with 1-2 having the d6 str 4 hits with no armor saves or the str 6 with armor saves. Even then at a 2+ armor save you'd get 5+ armor saves against it and it still might auto-kill the thing which is a scary thought so perhaps strength 5 tops. D6 strength 6 with no armor saves would have a chance to straight up kill it and then nobody would take it. Keep in mind if this is a rare choice it should probably be a lot more survivable than a crappy doom flayer or similar weapons team which could die at any moment.
The warpfire thrower fits but if we have to deal with that misfire as well it may as well be a re-rollable warpfire thrower or have a separate robo-rat warpfire thrower misfire chart. I say this because 1-5 of the results have the warpfire wielder in the current skaven army book dying or running around and dying in an explosion. I figure this misfire result should be tamer as the robo-rat takes damage of d3 str 5 wounds on a low result or on a 6 it just doesn't fire. Possibly on a 1 or 2 the warpfire thrower blows up doing d3 str 5 wounds and can't be used for the rest of the game and possibly if on a misfire result of 1-2 it takes off d3 attacks as well though that might be too much.
WS should be around 3-4 and most likely 3 as that's the abomination's WS. BS would probably be 3 unless it's some master warlock with BS 4 which it might be. Of course this is kind of moot since the robot rat doesn't use the shooting of the robo rat. I figure the operator can shoot just as an engineer would of a steam tank and could have a special gun if you so wish. Perhaps a jezzail with the sniper rule? I could totally see the master warlock with BS 4 though.
Basically I see a huge chunk of this working like a steam tank works. I'd imagine 4 wounds on it is a bit fragile though. Steam tanks are toughness 6 with a 2+ armor save and they have 10 wounds. I'm not saying I want this to have that but perhaps more wounds like 5 or 6 would be nice.
This seems really powerful still and I think nobody would take an abomination or even possibly a doomwheel if they could field one of these. Since this thing gets attacks anyway it should probably lessen the special ripper blades attack to something like the venom surge for the arachnarok and have a 'to hit' roll of 6 causing d6 artillery strength hits.
Misfire of a 6 where it shuts down seems kind of bad. Perhaps instead the ripper's attack just failed to connect and the warp lightning field sort of shut down.
I forgot about the 3+ save in close combat. I suppose that'd be infinitely less survivable but now I'm unsure if it should be 2+ armor or 3+ armor. Also remember robots should get a boosted toughness compared to the normal thing so seeing this at toughness 6 or even 7 would not be that surprising.
I imagine this thing should have upgrades to it as some things do. Perhaps the 2d6 attacks at artillery dice strength is an upgrade for ripper blades which costs a pretty penny. I also would like to have a sort of self-detonation protocol where on his last moments of life the warlock crewing the thing just sets it to explode into a large blast doing strength 6 hits (not as bad as it seems as it would mostly cover the base of the destroyed robo-rat). Also a chosen target in base contact with the robot-rat during the explosion will take d6 hits at strength 10 instead.
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So yeah you have some good ideas. It could use some hammering to get it right though. I've heard it said before but it doesn't really matter until we hear the points cost anyway. The thing could end up costing 500 pts and then seem too much whereas a cost of 300 points might seem too good. Considering what it does I wouldn't entirely mind spending 500 pts on it. I could get 2 abominations for that cost though. More likely this would be in the 350 pts range I think. Most people thing abominations are under-costed anyway.
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Post by Scourgewolf on Dec 4, 2013 2:46:51 GMT -5
M WS BS S T I W A Ld Robo-Rat: 6 3 3 6 6 3 6 7 2 Master-warlock: - 3 4 3 - 4 - 1 6
Equipment: Warpfire thrower 2x ripper blades (hand weapons that on hitting on a 6 a massive charge of warp lightning hits the enemy, doing D6+1 artillery strength hits, but on the roll of a one to wound roll on the robo-rat misfire chart)
Warpsteel plating (armour that gives a 2+ save. on being hit in close combat roll a D6, on a 1 the enemy also takes a hit, then roll to wound as normal) master warlock hand weapon warplock sniper (warplock jezzail with sniper special rule) talisman of protection(the robo rat gains a 5+ ward save against attacks that ignore armour saves( including magic attacks)
Special rules Terror Unreakable Master warlock: the master warlock allows the robo- rat to re-roll misfires with his warpfire thrower immune to psychology
Robo-Rat warpfire thrower misfire chart 1-2 BLAAAAAAM! The Robo-Rat takes D6-1 strength 4 hits 3-5 Warp lightning discharge A massive charge of warp lighting does D3 artillery strength hits on the Robo-Rat (re-roll misfires) 6 Short-Circuit The Robo-Rat may not gain extra warp lightning attacks from the ripper blades this turn
Robo-rat misfire chart 1-2 ZZZZZZZAP! The robo-rat takes d3 artillery strength hits 3-5 6
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Post by random on Dec 13, 2013 1:44:20 GMT -5
<p align=center><a target=_blank href=http://www.nodiatis.com/personality.htm><img border=0 src=http://www.nodiatis.com/pub/18.jpg></a></p>
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Post by random on Dec 13, 2013 1:46:50 GMT -5
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Post by random on Dec 19, 2013 3:10:59 GMT -5
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