Fresh-Faced New User
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I am looking for some Feadback for some House rules for Dwarf Artillery.
I have theriy cafted and simulted the rules in action, but only have limmited time for full on games. could brave players pls' give them a go and get back to me with any strange interactions or ballance changes that are required.
Shot, Shell and Canister.
Dwarves are the finest metalsmiths in the old world. With the rise of the fleet of the dead, the dwarfs of Bark Var have been readying the Ironclad Fleet.
Less bound to tradition than others of the engineering guild, they are looking to new technology to boost the firepower of the fleet, to counter the dead's vast numeral superiority.
As a result new cannon technology is slowly proving it self on the battlefield.
Any Dwarf Cannon may be made a NAVEL GUN by taking up to 100 points of upgrades from the list below, However if it takes any of these upgrades it may not also take any runes.
The guild of runesmiths is still evaluating the effects of these innovations and are weary of them.
M WS BS S T W I A Ld
Navel Gun - - - - 7 3 - - -
Dwarf Sailor Crew 3 3 3 3 4 - 2 3 9
Pit Pony's 6 3 - 3 - 2 3 2 -
Unit Category: War Machine
Troop Type: War Machine
Base Size: 50 x 50 mm (war machine), 25 x 25 mm (crew)
Unit Size: 1
Equipment: Navel Gun, Hand Weapons and Light Armour
Special Rules: Hatred (Orcs & Goblins), Magic Resistance (-1), Skirmishers, Stubborn.
Navel Gun Strength Armour Piercing Special Rules
Round Shot 8 -2 Armour Bane (2), Cannon Fire, Cumbersome, Move or Shoot, Multiple Wounds (D3)
Bomb Shot 6/10 -1/Na Cannon Fire, Cumbersome, Move or Shoot, KaBoom!
Canister Shot 4 -1 Move or Shoot, Needs More Nails.
Chain Shot 8 -2 Cannon Fire, Cumbersome, Move or Shoot, Hop, Skip, Rend!, Killing Blow, Monster Killer.
Shell Shot 5 -1 Armour Bane (3), Cannon Fire, Cumbersome, Move or Shoot, Shrapnel Shower.
Equipment
Bomb Shot
15 pts
This Mortar like round is fired at a high angle with a low charge and is fused to explode in the target
KaBoom!
After Determining the Strike point, Place Small Blast Marker.
Every model under the template is at risk of being hit at S6, MW'S 1D3, AP -1.
Any model under the hole is hit automatically for S10, MW'S 2D3, No armour saves allowed.*
Breach Loading
15 pts
With the cramped conditions aboard ship engineers have explored alternate ways of loading the ships gun.
Applying handgun systems to NAVEL GUN's resulted in a weapon that is quicker to reload but harder to build.
The NAVEL GUN looses 'Cumbersome'
Canister Shot
5 pts
This thin tin can is packed with Handgun sized round shot and powder. On impact the can explodes showering creatures nearby.
Needs More Nails
When firing Canister, check range and declare a target as normal, then roll an Artillery dice:
If a 'Misfire' is rolled, something has gone horribly wrong. Roll immediately on the Black Powder Misfire table to determine exactly what.
If a number is rolled, the target unit suffers that many S4, Ap-1, automatic hits.
Note: The Navel Gun can 'Stand and Shoot' with this round.
Chain Shot
10 pts
Two halves of a cannonball held together by a short chain. This shot was developed to chop and entangle ships rigging and is often made from salvaged cannonballs.
The affect on targets can be devastating but chain shot is notorious for bouncing unpredictably.
Hop, Skip and Rend!
After resolving the Impact point, Roll the arrow dice in addition to the misfire dice to determine which direction the whirling dervish bounces.
If a hit is rolled the line extends in the direction of shot as normal.
If an arrow is rolled then the line of shot extends in the direction of the arrow, equal to the distance rolled on the misfire dice as normal.
This new line of shot originates from the impact point, this means that the bouncing chain shot CAN deviate out of sight of the NAVEL GUN.
Every model on the line of shot takes a Str 8 hit, AP -2, Killing Blow, Monster Killer.
Double Shot
10 pts
Before battle the gun crew have time to carefully measure and calculate the 'fall of shot' for there gun.
Once a combat starts however, there is not time for the double work need to prep this shot
Double shot may only be used for the NAVEL GUN's first shot of the game.
After Determining the impact point as normal roll, twice for Skid and apply both set of hits to all models on the line.
Heavy Barrel
20 pts
This NAVEL GUN has been manufactured with a thicker heavy bore barrel allowing it to take a heavier charge and ball, causing it to strike with more force.
However the extra weight makes the NAVEL GUN require multiple pony team's to move.
When fired the NAVEL GUN may add 1 to the number of wounds inflicted per shot, The NAVEL GUN may not move in the movement phase.
Hot Shot
5 pts
Placing a cannonball in a forge and heating it, improves the Chance of setting the target on fire.
The NAVEL GUN gains 'Flaming' Attacks'.
Light Barrel
10 pts
This NAVEL GUN has been manufactured with an small light barrel, allowing it to Aim and Fire a light shot faster.
When fired any shot type used looses 'Multiple Wounds', but gains 'Quick Shot'.
Long Gun
10 pts
This NAVEL GUN has been manufactured with an very long barrel, increasing its range and accuracy.
the Range of the NAVEL GUN is increased to 60 inch's.
Munitions Carriage
20 pts
This small cart holds the supplies required for the function of the NAVEL GUN including powder, shot and a repair kit.
It also has a hitch to allow the NAVEL GUN to be attached and the entire unit hauled along as one.
The NAVEL GUN Looses 'Move or Fire'.
The carriage is represented by a small 2 wheeled cart on a 50x50mm base that is placed behind the NAVEL GUN.
It is treated as part of it for determining hits on and movement of the NAVEL GUN and its crew.
Powder Bags
30 pts
With the constant rocking and pitching of the deck, proper measuring of powder for each shot is imposable.
These paper bags contain premeasured powder charges for shooting over fixed distances, by combining different bags alternative ranges can be achieved.
Once per game, a NAVEL GUN may fire twice during the Shooting phase, or re-roll a single Artillery dice.
Pit Pony Team
15 pts
While dwarf crews are used to hauling Navel Guns about, but having help is always appreciated.
These sturdy ponies are use to tow the cannon and crew around the battle field.
The NAVEL GUN's Type turns to Chariot and gains Movement 6 and 2 Attacks at WS2 S3.
The pit pony team is represented by 2 ponies on a 50x50mm base that is placed in front of the NAVEL GUN.
It is treated as part of it for determining hits on and movement of the NAVEL GUN and its crew.
The Pit Pony Team model is ignored for the NAVEL GUN's own firing, as the ponies are moved out of the way by the crew when shooting.
Rifled Barrel
10 pts
Long Rifling applied to *NAVEL GUN'*s Improves accuracy and Impact, at the cost of Bounce
When shooting the NAVEL GUN uses the highest BS of the crew and roll's to hit using normal shooting.
The shot has 'Pass Though Ranks' and Armour Saves may not be taken, though regen and wards saves may be attempted as normal
Shell Shot
15 pts
Shell's are fused to explode after a short distance showering the target area with shrapnel.
Shrapnel Shower
After determining the Strike point, place the Flame template in line with the line of shot.
Every model under the template is at risk of being hit at S5, AP-1, Armour Bain 3.
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