Friday, May 22, 2009

Super heavies for Fantasy.

When appocalypse came in for Warhammer 40k I began to convert huge monsters for my chaos army. I build pretty much every superheavy with out a miniature (brass scorpion, nurgle tower, lord of battles, khorne cannon, tzeentch tower, plagereaper, and even a scratch build titan)
There is just to much convertion possibilities for this monsters.

Then GW created "legendary battles" for fantasy, which is a mild version of appocalypse but made to be used with warhammer fantasy. The rules are ok, the only problem is that it lacks the great things about apocalypse. Formations and super heavies.

Thinking about that, I created some rules to design super heavies for Fantasy. They are called "legendary gargants".

This is how it will work.

There will be one legendary gargant unit for each Army, although some will get more than one. One legendary gargant can be used for every 3000 points in the army. Some of them will be so unique, that only one will be available.

Now to the design part this is how they stats will work.

Stat line

One stat can be up to 10.

A maximun of 2 stats can be 8, 9 or 10. This means if you design a creature and it has one stat in 10, only another stat can be risen to 8 or 9.

at least 2 stats should be 4 or under 4.

Leadership doesn't count for this limit.

Movement can be over 10, to a top of 12.

Special abilities:

The oficial special habilities are all available, but no unit can have more than 6. The special habilities are all the little things in the special rules section.

Terror and large target won't count for this limit, as all Legendary Gargants inspire terror and are always large target and can improve to the special size of "Huge Target"

Huge Target rules

Instead of large target, Legendary gargants may be Huge Target, meaning they get +2 to be shoot at and can move trough the terrain.

Huge targets may move trough forest in the same way as normal units (treating it as difficult terrain) but will open a gap of the width of its base that from then on will be treated as open ground. They just walk over the trees and stomp on them leveling the earth beneath they feet (paws, claws, wheels, or what ever locomotion they use)

When walking trough difficult terrain they treat it as open ground and very difficult terrain is treated as difficult.

Impassable terraín will be the same for them as for normal troops.

If there are water features that are counting as difficult terrain the Huge target treats it as open ground.

If there are water features that count as impassable terrain the huge target treats it as very difficult terrain.

A huge target can charge a unit in a building or a building in itself. At he beggining of the battle determine what material and which size is every building to calculate the stats of that building.

Buildings and Legendary Gargants.

This is how buildings stats are calculated. Basic building is made of lumber, straw or any other simple and cheap material (animal skin)

Material Thoughness.
Basic building 8
Clay +1 (simple bricks or mixture of lumber and bricks)
bricks +2 (thickest construction)
Rocks +3 (masonery, bricks made of stone)
Stone +5 ( big rocks, like castle walls and towers)
Ruins -2 (a building that looks it has suffered damage lately)
Anciente ruins -3 (a building that looks it has suffered damage a long time ago)

The building will have structure points acording to its size.

Size Points
Tiny 2 (less than 3"x3" base area)
Small 3 (from 4" to 6")
Medium 4 (from 6" to 8")
Big 6 (From 10" to 12")
Huge 8 (12" to 15")
Masive 10 (larger than 15")

Both players should agree on what is each building in the game and write it down some where before the battle begins


A huge target charging a building or a unit in the building can only attack the building itself. All his attacks will automaticaly hit, He will roll a dice for each attack and add his strength to the roll. For every attack that surpases the thoughnessof the building, the building will lose one structure point. Once the last structure point is lost the building will colapsse crushing the unit inside.

A unit inside a building that collapses will suffer damage that will be treated as shotting.

Size building Number of hits Strenght.
Tiny and small 1D6 hits 5
Medium -Big 2D6 hits 7
Huge-masive 3D6 hits 9

A unit bellow a building being crushed (if they survive) wont be able to move, or shoot in the next turn, as they are getting out from the rubble that just fell over them. If a wizard is in there he (or she) will be able to cast magic.

This unit doesn't count as being in combat with the huge target.

A building crushed causes a panic check to units from the oppossite side of the crusher unit that are 6" from the building, just like if a unit has been destroyed.

A huge target that destroys a building cannot overrun as the building itself stops him from doing so while it is still crumbling.

The building will count from now on as very difficult terrain and will provide hard cover. If a siutable piece of terrain is present, swap it for the original piece.

In the unlikely case a huge target flees from combat, it will only be destroyed if it runs out of the table or hits an enemy unit with unit strength of 10 or more, as it is a little harder (actually a lot harder) to kill a huge monster than normal units, even when it is running.

All the other normal rules for units apply.

Base size

Legendary gargants are huge monsters that wont fit in normal bases. The smaller size it can be for a legendary target its 50x100 mm (chariot base). The maximun base size will be 150x200 mm (6 chariot bases) Huge targets must be in a base size of at least 100x100 mm (2 chariot bases).




This have been the rules for designing and using Legendary Gargants and for using them as a unit type. In the next post I will post rules for the first 5 legendary Gargants.

Isaac Gutierrez Briseño

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