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		<title><![CDATA[Latest posts for the thread "Calling all Dwarves, Barrak Var needs you!"]]></title>
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				<title>Calling all Dwarves, Barrak Var needs you!</title>
				<description><![CDATA[ I am looking for some Feadback for some House rules for Dwarf Artillery.<br /> <br /> I have theriy cafted and simulted the rules in action, but only have limmited time for full on games. could brave players <span class="glossaryitem" onmouseover='gp(109);'><span class="glossaryitem" onmouseover='gp(398);'>pls</span></span>' give them a go and get back to me with any strange interactions or ballance changes that are required.<br /> <br /> <br /> <br /> <b>Shot, Shell and Canister.</b><br /> <br /> 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.<br /> 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.<br /> As a result new cannon technology is slowly proving it self on the battlefield.<br /> <br /> <br /> 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.<br /> The guild of runesmiths is still evaluating the effects of these innovations and are weary of them.<br /> <br /> 			        	M	<span class="glossaryitem" onmouseover='gp(149);'>WS</span>	<span class="glossaryitem" onmouseover='gp(14);'>BS</span>	S	T	W	I	A	<span class="glossaryitem" onmouseover='gp(82);'>Ld</span><br /> Navel Gun			-	-	-	-	7	3	-	-	-<br /> Dwarf Sailor Crew		3	3	3	3	4	-	2	3	9<br /> Pit Pony's			6	3	-	3	-	2	3	2	-<br /> <br /> Unit Category:	War Machine<br /> Troop Type: 	War Machine<br /> Base Size: 	50 x 50 <span class="glossaryitem" onmouseover='gp(330);'>mm</span> (war machine), 25 x 25 <span class="glossaryitem" onmouseover='gp(330);'>mm</span> (crew)<br /> Unit Size: 	1<br /> <br /> Equipment:	Navel Gun, Hand Weapons and Light Armour<br /> Special Rules:	Hatred (Orcs & Goblins), Magic Resistance (-1), Skirmishers, Stubborn.<br /> <br /> Navel Gun			Strength	Armour Piercing	Special Rules<br /> Round Shot			     8		          -2			Armour Bane (2), Cannon Fire, Cumbersome, Move or Shoot, Multiple Wounds (D3)<br /> Bomb Shot		                 6/10	       -1/Na		Cannon Fire, Cumbersome, Move or Shoot, KaBoom!<br /> Canister Shot		                     4		          -1			Move or Shoot, Needs More Nails.<br /> Chain Shot		                     8		          -2			Cannon Fire, Cumbersome, Move or Shoot, Hop, Skip, Rend!, Killing Blow, Monster Killer.<br /> Shell Shot			                     5		          -1			Armour Bane (3), Cannon Fire, Cumbersome, Move or Shoot, Shrapnel Shower.<br /> <br /> <br /> Equipment<br /> Bomb Shot<br /> 		15 pts<br /> 	This Mortar like round is fired at a high angle with a low charge and is fused to explode in the target<br /> 				<b>KaBoom!</b><br /> 				After Determining the Strike point, Place Small Blast Marker.<br /> 				Every model under the template is at risk of being hit at S6, <span class="glossaryitem" onmouseover='gp(494);'>MW</span>'S 1D3, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -1.<br /> 				Any model under the hole is hit automatically for S10, <span class="glossaryitem" onmouseover='gp(494);'>MW</span>'S 2D3, No armour saves allowed.*<br /> <br /> Breach Loading<br /> 		15 pts<br /> 	With the cramped conditions aboard ship engineers have explored alternate ways of loading the ships gun.<br /> 				Applying handgun systems to NAVEL GUN's resulted in a weapon that is quicker to reload but harder to build.<br /> 				The NAVEL GUN looses 'Cumbersome'<br /> <br /> Canister Shot<br /> 		 5 pts<br /> 	This thin tin can is packed with Handgun sized round shot and powder. On impact the can explodes showering creatures nearby.<br /> 				<b>Needs More Nails</b><br /> 				When firing Canister, check range and declare a target as normal, then roll an Artillery dice:<br /> 					If a 'Misfire' is rolled, something has gone horribly wrong. Roll immediately on the Black Powder Misfire table to determine exactly what.<br /> 					If a number is rolled, the target unit suffers that many S4, <span class="glossaryitem" onmouseover='gp(6);'>Ap</span>-1, automatic hits.<br /> 				Note: The Navel Gun can 'Stand and Shoot' with this round.<br />  <br /> Chain Shot<br /> 		10 pts<br /> 	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.<br /> 				The affect on targets can be devastating but chain shot is notorious for bouncing unpredictably.<br /> 				<b>Hop, Skip and Rend!</b><br /> 				After resolving the Impact point, Roll the arrow dice in addition to the misfire dice to determine which direction the whirling dervish bounces.<br /> 				If a hit is rolled the line extends in the direction of shot as normal.<br /> 				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.<br /> 				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.<br /> 				Every model on the line of shot takes a <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8 hit, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -2, Killing Blow, Monster Killer.<br /> <br /> Double Shot<br /> 		10 pts<br /> 	Before battle the gun crew have time to carefully measure and calculate the 'fall of shot' for there gun.<br /> 				Once a combat starts however, there is not time for the double work need to prep this shot<br /> 				Double shot may only be used for the NAVEL GUN's first shot of the game.<br /> 				After Determining the impact point as normal roll, twice for Skid and apply both set of hits to all models on the line.<br /> <br /> Heavy Barrel<br /> 		20 pts<br /> 	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.<br /> 				However the extra weight makes the NAVEL GUN require multiple pony team's to move.<br /> 				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.<br /> <br /> Hot Shot<br /> 		 5 pts<br /> 	Placing a cannonball in a forge and heating it, improves the Chance of setting the target on fire.<br /> 				The NAVEL GUN gains 'Flaming' Attacks'.<br /> <br /> Light Barrel<br /> 		10 pts<br /> 	This NAVEL GUN has been manufactured with an small light barrel, allowing it to Aim and Fire a light shot faster.<br /> 				When fired any shot type used looses 'Multiple Wounds', but gains 'Quick Shot'.<br /> <br /> Long Gun<br /> 		10 pts<br />   This NAVEL GUN has been manufactured with an very long barrel, increasing its range and accuracy.<br /> 				the Range of the NAVEL GUN is increased to 60 inch's.<br /> <br /> Munitions Carriage<br /> 	20 pts<br /> 	This small cart holds the supplies required for the function of the NAVEL GUN including powder, shot and a repair kit.<br /> 				It also has a hitch to allow the NAVEL GUN to be attached and the entire unit hauled along as one.<br /> 				The NAVEL GUN Looses '<i>Move or Fire</i>'.<br /> 				The carriage is represented by a small 2 wheeled cart on a 50x50mm base that is placed behind the NAVEL GUN.<br /> 				It is treated as part of it for determining hits on and movement of the NAVEL GUN and its crew.<br /> <br /> Powder Bags<br /> 		30 pts<br /> 	With the constant rocking and pitching of the deck, proper measuring of powder for each shot is imposable.<br /> 				These paper bags contain premeasured powder charges for shooting over fixed distances, by combining different bags alternative ranges can be achieved.<br /> 				Once per game, a NAVEL GUN may fire twice during the Shooting phase, or re-roll a single Artillery dice.<br /> <br /> Pit Pony Team<br /> 		15 pts<br /> 	While dwarf crews are used to hauling Navel Guns about, but having help is always appreciated.<br /> 				These sturdy ponies are use to tow the cannon and crew around the battle field.<br /> 				The NAVEL GUN's Type turns to <i>Chariot</i> and gains Movement 6 and 2 Attacks at WS2 S3.<br /> 				The pit pony team is represented by 2 ponies on a 50x50mm base that is placed in front of the NAVEL GUN.<br /> 				It is treated as part of it for determining hits on and movement of the NAVEL GUN and its crew.<br /> 				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.<br /> <br /> Rifled Barrel<br /> 		10 pts<br /> 	Long Rifling applied to *NAVEL GUN'*s Improves accuracy and Impact, at the cost of Bounce<br /> 				When shooting the NAVEL GUN uses the highest <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of the crew and roll's to hit using normal shooting.<br /> 				The shot has 'Pass Though Ranks' and Armour Saves may not be taken, though regen and wards saves may be attempted as normal<br /> <br /> Shell Shot<br /> 		15 pts<br /> 	Shell's are fused to explode after a short distance showering the target area with shrapnel.<br /> 				<i>Shrapnel Shower</i><br /> 				After determining the Strike point, place the Flame template in line with the line of shot.<br />  				Every model under the template is at risk of being hit at S5, <span class="glossaryitem" onmouseover='gp(6);'>AP</span>-1, Armour Bain 3.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Apr 2026 18:06:01]]> GMT</pubDate>
				<author><![CDATA[ Morty_Jhones]]></author>
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