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New Unit: Skaven: Rat Ogre Conduit (Name In Progress)  [RSS]  
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Poxed Plague Monk

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Not to be outdone by the master moulders, Clan Skryre decided what better way to prove their superiority than by improving upon one of Clan Moulder's own creations?

The rat ogre is a fairly resilient beast, already surviving direct corruption of warpstone and brutal physical augmentation, Clan Skryre engineers implanted warp energy condensers and channeling rods directly into the rat ogre's spinal column. Along with additional cabling and conduits, electricity from the condensers is fed directly into the beast's nervous system and throughout it's body.
While this often overloads the rat ogre's system and causes devastating backlashes, when the energy is contained and channeled correctly- the rat ogre becomes not only a powerful beast, but also a walking conduit for warp lightning. Reflexes, strength, and speed see boosts from the coursing energy while lightning arcs from the beast's claws.
Clan Skryre engineers had to noticeably bulk the creature up to accomodate all of the equipment needed to achieve this, so it is larger than a normal rat ogre, yet not as unwieldy and uncontrollable as Clan Moulder's Hell Pit Abomination.


[Rat Ogre Conduit] - 200 points

Name: ..................M...WS...BS...S...T...W...I....A.....Ld...Sv...
Rat Ogre Conduit....6.....3......0...6....5...4...5..3+d3...5....5+
Engineer Handler....6.....3......3...3.....3...1...4...1...6.....6+

Weapons:
Rat Ogre Conduit: Teeth and Claws.
Engineer Handlers: Shock-prod.
Armor:
Rat Ogre Conduit: None, but Clan Skryre's machinery reinforces the body.
Engineer Handlers: Light Armor.

Rules:
Scurry Away!, Magic Resistance (1), Impact Hits (d3), Causes Terror, Unbreakable
Random Attacks: The coursing power sometimes heightens the creature's reflexes and sometimes causes unwieldy spasms. The Rat Ogre Conduit has 3 attacks base and adds d3 attacks, rolled at the start of every phase of close combat.
Warp Conduit: The rods and cables running throughout the rat ogre's body conduct warp energy to every part of its body, including its claws. All close combat attacks made by the [Rat Ogre Conduit] count as magical. In addition, in the shooting phase, the arcing warp energy hits nearby units. Roll the artillery die to determine the number of hits. These hits are resolved against the nearest unit (friend or foe!) at S3. No armour saves allowed! On a roll of misfire, roll a d6 and resolve on the below misfire chart;
>> 1-2: Frazzle!: The warp lightning arcs to the nearest ground, which just so happens to be the engineer that was prodding it along. Remove a single Engineer Handler model as a casualty.
>> 3-4: Out of Control!: The overload of warp energy causes the beast to course forwards, unable to control its body's actions. The Rat Ogre Conduit immediately moves 2d6" forwards. Any unit contacted (friend or foe!) suffers d6 impact hits. If the unit is friendly, resolve the hits and then move the Rat Ogre Conduit 1" away. If an enemy unit was impacted, resolve the d6 impact hits (do not use the d3) and the Rat Ogre Conduit will count as charging.
>> 5-6: Overload!: The warp energy condenser overloads and sends warp lightning arcing in all directions. Resolve 10 S3 hits against all units (friend or foe!) within 2d6". Resolve a single S4 hit against each engineer handler and the Rat Ogre Conduit loses d3 wounds as the overload burns out its nervous system and strains its body. No armour saves may be taken against any of these hits.
Handlers: A Rat Ogre Conduit is accompanied by 2 engineer handlers. The engineer handlers prodding the Rat Ogre Conduit into battle are focused on controlling the beast and making sure the condenser is regulated correctly, so are immune to panic from all other units except those that are the same size as the Rat Ogre Conduit or larger (meaning ignore panic from infantry, but doomwheels and other rat ogres may panic the unit) as long as the Rat Ogre Conduit is still alive- if the handlers are alone, they will panic as normal. They wear protective gear to shield them from the random arcs of lightning, so are not counted when resolving the lightning arcs from the "Lightning Conduit" special rule unless specified in a misfire. They are armed with shock-prods, which are not only used to goad the creature into battle, but also help regulate the unstable warp energy coursing through its body. In close combat, the engineer handlers fight with the shock prod, which ignores armor saves. As long as at least one handler is alive, the Rat Ogre Conduit may use their leadership for any necessary tests. If all handlers are killed, the Rat Ogre Conduit becomes affected by Stupidity and Frenzy as the warp energy is no longer regulated and drives the creature mad.



Thoughts?
Names?

Thanks.

This message was edited 6 times. Last update was at 2010/09/07 19:39:51


 
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Never-Miss Nightwing Pilot


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That's not a bad idea, not a skaven player myself, but it sounds pretty fun, and not bad in battle either.

What selection does this fit into? I would reccomend rare.

As for the name 'Frankenrat' was the first thing that popped into my head, though i guess it's not very original....

"The stars themselves once lived and died at our command yet you still dare oppose our will. "-Farseer Mirehn Biellann

Armies at 'The Stand-still Point':

Cap'n Waaagggh's warband (Fantasy Orcs) 2250pts. Waaagghhh! in full flow... W-D-L=10-3-3

Hive Fleet Leviathan Strand 1500pts. W-D-L=7-1-2 Nom.

Eldar armies of various sizes W-D-L 26-6-3

 
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Armored Iron Breaker


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Sounds fun very fitting for skaven as it potentially can kill alot of your own army LOL. I would make it strength 6, i think 7 is abit to high but maybe increase its attacks to 4 or 5 as a normal rat ogre has 3 would be nice to get a few more attacks.
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Fireknife Shas'el


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Nice idea.

Also im suggesting Zzap Ogre.


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Poxed Plague Monk

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Changed stats, updated some things-- in green. Stat changes in bold.

 
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Hellacious Havoc

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Nice idea. Would be a cool little addition to those nutty little skaven.

As for names..

Ratkenstien

FrankenRat

Zzzrat Ogre

AbomiRation
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Armored Iron Breaker


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Lol. I came on here just to write a post asking about rules for a Rat Ogre Bonebreaker with Warp Lightning Claws...!

Seems you beat me to it.

Imo I'd just use the bonebreaker stat line combined with a bound warp lightning spell (autohits nearest unit). Warpstone weapons, ignores armour saves, D6 wound multiplier. It would make him a lot more reliable, but potentially a lot less deadly. You could up the strength a bit.

The Lighting rod bit seems unneccesary to me.

This message was edited 2 times. Last update was at 2010/09/04 11:13:44


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Been Around the Block

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i quite like the name for this

stats and rules are pretty kool.

Do the shock prods act like a lightning rod so that the engineer packmasters dont get a zapping?



P.S. this topic inspired me to do the plague ogres lol =P
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Gnawing Giant Rat


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I think 200 points for this guy is a little bit too much i d put like 150 pts or something like that and also put the engineer weapons just to armor piercing and i think it would be ok
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Poxed Plague Monk


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Love it, My skaven army is easily 10k points, so this'll make a fine addition

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Been Around the Block


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pretty cool... it's like a cross between a rat ogre and a doomwheel... lol. I like it

Skaven: 2000 pts
Daemons: 1500 pts
Rohan: 2000 pts
Lizardmen: 4000 pts
Jesus: check 
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