Monday, May 25, 2009
Legendary Gargants for Warhammer Fantasy III
Ancient undead monstruosity.
The legends tell the story of Aborash, the first one of the Blood Dragon order of vampires. When the vampire kingdom of neharaka fell, he cursed his brothers and took a few vampires with him to the exhile. The thought martial skill was the mean to finnally clam the thirst for blood he had. Eventually, in the top of a volcano he found a ancient red dragon, with whom eh fought for an entire night, and killed, drinking his blood and calming his thirst once and for all.
Since this day the mountains around this volcano in the middle of the world edge mountains has been hounted by the monsters known as the Undead monstruosities. The legend says that this undead monsters are the result of huge animals being eaten by a mighty vampire creature that lives in the area. Few oficial record have been made of this monsters, but the testimony of many cultures and tribes holds some truth in the middle of the legends.
The first time a monster of this charactheristics was seen by an empire scholar was in the year 1116 after the skaven had assasinated the emperor and claimed control over the empire. The rat hordes attempted to attack sylvania, but the necromancer Van Hel rised a huge army to stop them. The empire capitan Helmer Hirdenborg claims to have been following the advances of the skaven, in order to coordinate an attack, and speaks of a huge monster rised by necromancy that broke into the lines of rats casing them to scatter. His tale is somewhat unreliable as, he was never able to recover sanity after the horrors he witnessed, and as many others who claim watching this monsters, he could never speak of something else, other than the ancient undead monstruosity.
Rules:
The Anciente undead monstruosity counts as a rare choice.
Its cost is .....
It is a single model and works exactly as a monster.
Stat line.
M: 8 WS:5 Bs: 1 S: 8 T: 7 W: 7 I: 4 A:6 Ld: 6
Eequipment:
The Ancient undead monstruosity has talons, they provide +1 St on the charge (impale)
Unit strenght 10
Special rules:
Terror, Huge Target, Undead, Regeneration, Hatred, bestial fury, Zombifying attacks, Vampiric nature.
Terror: The ancient undead monstruosity causes terror on the sight.
Huge Target: The monster is so big it follows the rules for huge targets.
Undead: The monster follows all the rules for undead troops.
Regeneration: The monster has survived for thousands of years due to the hability to regenerate its own flesh with the one taken from animals or other creatures it kills. It has the regeneration special rule.
Hatred: the Ancient undead monstruosity hates all enemies.
Bestial fury: enemy units don't get flank or rear bonus againts the ancient undead monstruosity.
Zombifying attacks: at the end of the combat phase each wound caused by the ancient undead monstruosity will generate 1d3 zombies. This represent the limbs and corpses rising to life after touched by the ever flowing goo and blood from the corpse of the undead monstruosity. The zombies must be placed in Base to Base contact with Ancient undead monstruosity and units in combat with it. Normal rules for new units of zombies apply.
Because this is done after combat has been resolved and units have broken or pass their break tests the newly rised zombies wont provide any Combat resolution points or recieve any wounds from combat resolution.
If a unit of zombies is already in combat with the same unit (or units) the Ancient is fighting then the zombies should be placed in this unit (if more of one unit is elegible, the owner of the undead monstruosity will chose where to put the zombies)
Vampiric nature: it is believed that the original Ancient Undead Monstruosity is the dragon killed by Abhorash. It counts as a vampire and uses all the normal rules in the Vampire counts rule book for vampires.
In addition, each wound caused by the Ancient undead monstruosity will cause it to heal one wound on a dice roll of 4+.
Legendary Gargants for Warhammer Fantasy II
The next unit to be done for Legendary Battles is for the Dwarves.
Flying plataform (Balloon of Doom)
The flying Plataform was designed first by Malakais Makaison. It was built once but the attempt to make it fly killed 30 of the best engineers and caused a disaster, causing Malakai to become a slayer. It was never built again as it was considered the desvariations of a lost mind. When the Conclave of light was called by Karl Franz to confront the menace of the north from the forces of Archaon, Thorgrim Grudgebearer allowed a group of experienced engineers to study the plans for this monster and even attempt to build it.
Malakai Makaison was on his path to destroy the forces of chaos with the army of slayers, therefore, no help could be had from him, but engineers from the guild of engineers in Nuln. Together, the dwarves and humans where able to correct the mistakes first made, that Malakai Makaison was never able to correct as he regretated the creation of this invention. The main errors where corrected and help form a few runesmiths where made that allowed the plataform to be lighter and stronger. The main change was something that went against all dwarven tradition. Instead of making the structure of all metal, it was built using mostly wood. At first the dwarf engineers where reluctant to take this path, but the human engineers where able to convince them that this was neccessary to allow the plataform to rise.
Two weeks before the Forces of Archaon reached Middenheim the plataform was ready for operation and the firs test was made with great success. Inmmediatly, the plataform began its voyage toward Middenheim reaching its destiny one day after Archaon was defeated by Grimgor. The plataform was the used to drive the remaining forces of chaos out of the empire, and was seen as a prove for the realm of men and dwarves that the war was finnaly won, as the incredible power of this war machine has no comparition in the old world.
Most engineers still see this construction as somewhat inreliable and unortodox, therefore it is only used under extreme circumstances and only a dwarf or a desperate one will ever consider using it again.
Rules.
The Flying plataform counst as a rare choice and a hero choice.
It costs 640+ units and warmachines.
It has a crew of 10 engineers, 3 master engineers and one High master engineer.
It may have up to 4 warmachines (bought sepparetly) and up to 20 more dwarves divided in up to 2 units (this can be dwarf warriors, logbreads, quarrellers, handguners, rangers, or slayers) they can't wear heavy armor or shields, as they will be too heavy to ride in the Plataform.
Stat line: Flying Plataform.
Movement: Special Flight.
Thoughnes: 7
Wounds: 10
Armor Save: 1+
High master engineer:
M Ws Bs S T W I A Ld
3 5 5 4 5 3 3 3 10
Equipment:
The engineers have handguns and hand weapons. The master engineers and high master engineers have repeater handguns (range 24", x3 multiple shoots, superior technology). Everybody has light armor.
The high master engineer may have a runic handgun, which is a handgun with runes. He can have up to 100 points in runic items. Normal runes for items apply for the handgun, except that its effect will only count for shooting and not in CC. The runic handgun has a range of 30".
Master engineers can swap their repeater handguns for Long rifles of hochland (traded from the empire guild of engineers) at no cost.
Special rules:
Large Target, Terror, Special Flight, Plataform, Runic construction, Smoke launchers, landing Gears, engineering achivment.
Large Target: The flying plataform is huge, but it is hoovering over the battle field, therefore, the rules for large target apply instead of the rules for huge targets.
Terror: the Flying plataform inspires terror and Awe over the enemy troops.
Special Flight: The plataform moves as a flyer unit with some exceptions. The Plataform will never voluntarly touch the ground, therefore it cannot be attacked by land troops. To attack the Flying plataform, the enemy must have range weapons that have a range of over 12" (13" or more), and will substract 1d6 from its range to attempt to shoot at it.
Warmachines attempting to attack the Plataform must roll a direct hit on it in order to actually damage it (no partial hits). Armachines using a template must hit with the middle of the template in order to damge the plataform.
Units with the fly rule can charge the plataform as normal, but will count as charging a defended obstacle and will always attack last (if they have the ASF they will cancel each other and will hit in initiative order).
After CC is resolved, the flying attacking unit must pass a Thoughness test (flying mount will do the test) in order to continue in combat against the plataform, as it is harder for them to fly and attack at the same time. If the test is failed the flying attacker will have to go down to the ground and the combat will be broken (the plataform and the attacker count as being free from combat).
In addition, in a turn that the plataform doesn't move or is in CC, during the movement phase in the remaining moves section, the flying plataform (and its attacker) will move 2d6" in a random direction. If this movement will bring the plataform out of the battle field, the plataform stops at the border of the table.
Plataform: The flying plataform counts as static for the purposes of shooting.
Units in the plataform will ad 6" to the range of their weapons. Every miniature in the plataform can shoot in 360º around it, but memebers of the same unit must shoot to the same targets.
Each engineer and master engineer can help a war machine crew or use their own weapons. They will provide the normal benefits to the warmachines in the plataform.
The plataform provides a 1+ armor save to the units in it against shooting and a +2 armor save in CC (this goes in addition to light armor for a 4+ save in CC).
Shooting against a unit or a warmachine inside the plataform will be randomized. Roll a die for each hit. on a 1-3, the shoot hits the Plataform, on a 4+ the shoot hits the intended target, on a 6+ the shoot hits a random engineer. The Master engineers and high masters engineers will never be hit by shooting (but they can be targeted by magic) as they are protected inside the plataform (but are not that well protected against magic users).
In Combat, up to 10 models can attack from both sides (each player chosses his or her attackers). Mounts and riders count as different models for this purposes.
Runic Construction: The flying plataform and any models in it have a ward save of 5+ against non magical attacks and has magic resistance of 2.
Smoke launchers: During the shooting phase, one engineer in the plataform can activate the smoke launchers instead of shooting his normal weapons. Until the beggining of the next friendly shooting phase every unit 6" from the Plataform will have a -1 to hit in shoooting and in CC (including those in the plataform). In addition, the plataform cannot be targeted by shoots of strenght 4 or under and cannot be charged.
Landing gears: When the plataform gets reduced to 1 wound the engineers may attempt it to land safely or manage to remain in the air.
Roll a die on a 6+ the Plataform continues to fly and nothing will change.
on a 4+ the plataform lands safely, and will count as a 4 story building for all purposes of combat and shooting. The warmachines will only be able to shoot to targets they can see from their positions in the plataform (as it cannot turn to face other way) and they will count as having earthworks.
On a 1-3 roll the plataform will crash. Every unit and warmachine (count all the engineers as one unit) will receive 2d6 strenght 5 hits with no armor save. The Plataform will count as dificult terrain and the units will use a whole turn to reform and recover form the crash. Their next movement phase they wont be able to do anything else. The plataform counts as a casualty
If the plataform is reduced to 0 (cero) wounds the engineer struggle to land. on a 6+, the plataform will land safely, o a 1-5, the plataform will crash.
If the plataform has safely landed in the ground with one wound, it can still be reduced to 0, but it wont affect the units inside of ti (unless it is destroyed by a legendary gargant)
Engineering Achivment: Each turn 3 engineers must forfeit any other action in order to control the plataform. This can be engineers, master engineers or the high master engineer. If the high master engineer controls the Ballon of Doom, then it can move 26" total and all the weapons will have +1 to hit for the subsecuent shooting phase (as he is a more skilled driver and can manage to drive safer and be better possitioned to shoot the enemy).
Legendary Gargants for Warhammer Fantasy
This will be the first batch of legendary gargants, which are super heavy units to be used in warhammer fantasy legendary battles. The rules for using them with normal units are described in the previous post. Here I present only the special rules for the particular units.
The imperial Altar of Judgment
The altar of judgment is a giant mechanized construction imbeded with the power of faith in sigmar. It was created by 7 priests of sigmar in the year 2000 just after the two tailed comet destroyed the city of Mordheim. The leader of this group of priests was convinced that Sigmar had shown his judgment over those with a corrupted faith. As a result, they creat a mechanized weapon that will meassure the faith of those around it. If they are found unworthy they will recieve the punishment they deserve, but if they are found to have a genuine faith in Sigmar, the Altar will then grant them protection and the power if the man God.
Soon after the creation of this monstruosity it was ussed against the vampire Countess Emmanuelle in the year 2010. Most of those around the Altar of Judgment where found unworthy are the priests executed judgment over their own troops before smithing the undead hordes. But when the priests decided to execute the judgment of sigmar over the undead hordes the true power of the altar was unleashed. The charge of the warmachine and the cnojoined power of the faith of the cleregy caused thousands of undead troops to burst into flames. Soon, the mangled empire army found a new source of power and they faith rised, therefore, the true power if the altar was unleashed. Collections of testimony of the present vary, but everybody who told the story said Sigmars power was present in the Altar, and that his judgment is inmmense.
Most generals are still unwilling to unleash this kind of power, as the Altar sometimes purifies their own army before destroying the enemy, and it has only been used under extreme circumstances and by the most fanatic and crazed priests.
Rules:
The Altar of judgment counts as a rare choice. Its cost is .... 630 plus priests.
A crew of up to 7 priest can ride the Altar of Judgment, one of them can be an Archelector.
One priest should be selected as the leader of the Order, if an archelector is present, he must be the leaderof the order.
Luthor huss can change his Horse and ride the Altar for free, and if he is present and no Archelector is in there, Luthor must be the leader of the order.
Each priest is bought sepparatly.
The Altar of Judgment also has 6 acolites, they are the ones driving the mechanism in order to move the Altar and help the priests in their rituals
Altar of judgment stats.
Movement: 7
Strenght: 7
Toughness: 8
Wounds: 8
Attacks: Special.
Armor Save: 2+
Ward Save: 4+
Acolites:
M WS BS S T W I A Ld
4 4 3 3 3 1 4 1 7
Equipment:
The acolites operate the special weapons of the altar. The priests use long weapons that allow them to reach the enemy under the altar. Their weapons count as spears used by cavalry and allows them to attack the enemy in every side of the Altar (front, flanks, rear)
Unit strenght 15 + priests
Special rules:
Terror, Large Target, Faith of the Conclave, Blessings of Sigmar, Judgment of Sigmar, Mechanized monstruosity, Unbrekable.
Terror: the Altar of Judgment inspires Terror in the enemy (and sometimes in the friendly army too)
Large Target: the Altar of judgment is a masive construction of mechanized genius and fanatic fiath. It is large target.
Faith of the conclave: The priests can pray as normal, but their prayers will have a range of 12" and will be power 5 instead of 4. (they can pray for units different than their own that are 12" from the altar). In adition the Altar of jugdment will have a bound item that works exactly as a war altar (one spell from the lore of light) but with power of 7.
Blessings of Sigmar: Every friendly unit 12" from the altar will have hatred against the enemy, as the altar inspires them to execute the judgment of sigmar over the enemy. The altar of judgment also works as a Battle Standar Bearer. It has a +1 combat resolution and friendly units 12" from the altar must reroll failed break tests. Also, the Altar has a magic resistance of 2.
Judgment of sigmar: Every friendly unit that flees from panic, fear, terror, or break tests and its at least 12" from the altar when the test is failed will receive D6 wounds with no armor saves or ward saves or regeneration allowed, and will then rally automatically at the end of the fleeing movemnt. Units which flee voluntarly will receive 2d6 wounds instead.
In addition the War altar will execute its judgment in the shooting phase. Every enemy unit that is 12" from the altar will receive 1d6 strength 7 hits. Demon and undead units will receive 2d6 hits. Units in combat are also affected.
All the attacks made by the Altar and the crew of priests and acolytes count as magical and flamming attacks.
Mechanized monstruosity: The Altar of judgment works with a complicated mechanism of clockwork and is moved my the faith of flagelants inside the Altar who live and die inside the mechanism. The altar moves with the strengths of those inside it who operate the mechanism to power it (much like a hamster in its wheel). The Altar cannot March.
Also, the Acolites are in their special posts for combat, therefore, they can never be attacked in combat, and can only be killed by shooting if the enemy gets lucky.
Shooting against the altar will be randomized as if shooting a warmachine.
roll a dice for each hit, on a 1-4 it hits the altar, on a 5 or 6 roll again. On the second roll 1-4 will hit the priests, who are on top of the altar cursing the enemy, on a 5 or 6 it will hit the acolites.
Warmachines which use a template or cannons will always hit the altar.
The altar provides a 2+ AS to the crew of cleregy and a 4+ Ward save.
In addition, the altar attacks in a special way. Each acolite in the altar operates one special weapon. When one acolite dies, one weapon is lost and cannot be used (owners choice).
Tha altar has 2 holy flamers and 4 schyted wheels.
Holy Flamer:
Strength: 5.
Armor modifier: -3
The holy flamers can be shoot to the front in the shooting phase even if the target or the Altar is in CC. Roll the artillery dice and move the flame template that many inches from the front of the Altar. Avery model touched by the template receives an strength 5 hit. The holy flamer is flamming and magical attack. If a misfire is rolled the holy flammer cannot be used for that turn.
Schyted wheels
Strenght: 7.
Armor modifier: -4
The schyted wheels can only be used in CC. All 4 of them can be used toward the front and only one can be used against either flank (one can be used to the right, one to the left). They perform one d6+1 strenght 7 attakcs on the enemy that are flamming and magical attacks. Use the WS of the acolite for this attacks. When the Altar charges, the attacks become automatic hits and roll one extra d6 +1 strenght 7 hits, as the altar hits the enemy during the charge movement. (during a charge, all the attacks count as chariot impacts, therefore, they will go before ASF).
Unbrekable: such is the faith and fanatism of the cleregy riding the Altar of Judgment that they will never flee from combat.
Designers notes: the Altar works like a chariot but is not a chariot, therefore, it will not receive hits from dificult terrain and will not be destroyed by st 7 hits. It is not inmmune to poison and the riders are not inmmune to killing blow.
Friday, May 22, 2009
Nautican army
I will just include the link so you can check it out and enjoy it yourselves.
naut2.blogspot.com
It is an army of fishmen and other sea cretures, but it has nothing to do with the little mermaid.
I really like the concept and eventually will play test it and post the results.
Isaac Gutierrez
Super heavies for Fantasy.
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
Wednesday, May 20, 2009
This forum will be mainly dedicated to create units and rules for Warhammer Fantasy and Warhammer 40k, but there are other games around and other systems that can hold the kind of mindset we are trying to achive here.
An introduction is required. My name is Isaac Gutiérrez. I'm a philospher and teacher in two different universities. Baptis Teological Seminary "great comision" and UDEHU, both in Mexico city. I'm a warhammer player since 1998 right before 6th edition hit the shelves. Since then I've been trying all kinds of armies and builds. Today I own 7 warhammer armies and one 40k army. I also play Hordes and warmachine, Lord of the rings, the war of the ring, Hordes of the things, Secrets of the third reich, Monsterapocalypsse, Dungeons and Dragons minis and all kinds of tabletop games.
My entusiasm in the hobbie goes more into the creative area than the playing area. I like to play and enjoy it a lot, but the best part for me is the converting and the creating lists that are both fluffy and strong. I have toyed with thousands of ideas for armies and rules and finnally I have the time and dedication to bring them into form for everybody to know.
In the next days you will see some of my armies and lots of new rules, scenarios, units and material for the most popular wargames.
I hope the gaming community enjoys this blog and try the creations of this crazy gamer. If you do let me know what you think and leave your comments.
In the mean time I leave you with a convertion I did for 40k. A chaos defiler of nurgle.
Isaac Gutierrez.