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[Création][Inspiration] Bâtiment Skaven

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Le 31/05/2017 à 17:16, nopeace a dit :

Pour finir sur les Skavens, nous évoquions la possibilité de créer un autre bâtiment Skav à 150pts sur le chassis de la Malenef mais avec une arme à courte/moyenne portée (gabarit du pestiféré par exemple), histoire de diversifier la flotte un poil, sans abus. Des avis, des volontaires ?

 

Ouverture d'un nouveau sujet.

Quelques idées

http://www.warhammer-forum.com/index.php?/topic/241026-créations-supplément-skavens-de-theseaofclaws/

 

 

Citation

 

 

 

 

 

 

 

SPECIAL

PADDLES 8”

 

 
GREATER WARP LIGHTNING GENERATOR

Independent

 

MOVE

Paddles: 8”. Turns using normal turning template. May move backwards at will. Unaffected by wind direction.

 

WEAPONS:

1 Greater Warp Lightning Generator firing forwards. May be used to repel boarders.

 

SPECIAL RULES:

Warp tanks 1st hit causes critical hit. Greater Warp lightning generator :

Adds +2 to defensive fire if template’s ‘Upper 5’ warp location is undamaged, +1 if 1 point of damage, 0 if both damaged (as per template). Every time ship moves add one counter to warp counter track. If fire, remove all counters and use the amount of dice attack under the top most counter ie. 3,6 or 9 dice attack. Standard save, but any location which rolls a 1 for its save gains a blaze counter instead of the usual dam- age counter. Any triple roll the same causes warp tanks to suffer a hit effect of attack still carried out on enemy vessel. Template for attack use the Slime trail template placed directly in front of skaven ship. The ship affected is the one falling most under the template, dice randomly if equal.

If 6 of the same results on the dice are rolled, catastrophic explosion rips the ship apart and it sinks, plus causes d3 random hits on all vessels within 3”.

If the energy track has built up to full, but you don’t decide to launch a 9 dice attack, roll anyway to see if catastrophic explosion happens due to built up energy. Roll every turn until discharged / fired when at  max strength

 

ONE-RAT BARREL-SUB LAUNCHER

Independent class

 

 

MOVE

Paddles: 6”. Turns using normal turning template. May move backwards at will. Unaffected by wind direction.

 

WEAPONS:

One-Rat Barrel-Sub Launcher, 1 to each side. May not be used to repel boarders.

 

 

SPECIAL RULES:

One-Rat Barrel-Sub Launcher:

 

 

1                      1

 

 

 

SPECIAL

 

PADDLES 6”

 

Instead of “really” firing, the Carrier may release (“fire”) up to two barrel-subs in the firing phase of the Carriers movement. As the carrier has one crane at every longside, you may release one barrel directly on starboard, and one on port.

Upon release roll a dice for each released barrel:

 

1            “Misfire”: Disaster on release, roll one more die:

1-2       Barrel crashes on the deck, warp splinter explodes, normal save, if failed, apply d3 waterline hits to the carrier

3-4     Barrel crashes on the deck, apply one low hit, save -1

5-6     Too many stones in the barrel, the barrel sub dives straight to the bottom of the sea.

2-6        Successful release, place the barrel-sub model immediately centered exactly beneath the Carrier’s model respective side (starboard/port)

 

The first movement of the just released barrels is resolved immediately. In subsequent turns the move- ment of remaining barrel subs will be resolved at the beginning of the turn before the Magic phase.

Barrel movement follows normal rules with normal turning template.

 

Barrel subs::

For movement roll a die immediately after deployment:

If you roll a natural 1, then the barrel sub’s pilot is too oxygen-deprived and too drunk from the alco- holic residues in the barrel. Remove model from play.

 

1st round:           d6-2, but at least 1” move (if not rolled natural 1) 2nd round             d6-3, but at least 1” move (if not rolled natural1)

3rd round           d6-4, if calculated result is 0 or less, then the barrel sub’s pilot is exhausted. Remove model from play.

 

Setting the charge

The barrel model has to touch the target ship. The Skaven player rolls an attack for a low location (only to see if the pilot manages to settle the charge somewhere) if successful hit, the target has to make a waterline save. If it fails the Skaven player rolls a dice:

 

1-2        The target ship takes 1 waterline damage 3-5        The target ship takes 2 waterline damage

6           The target ship takes 1d6 waterline damage

 

Barrel sub locations:

6 barrel, save: 6, “Destroyed”

No waterline hits, immediately sinking, if hit there.

If rammed or even touched by a ship normally moving, the barrel sub sinks immediately.

 

EXPLOSIVE WARPSTONE BARGE

Independent class

 

MOVE

Paddles: 6”. Turns using normal turning template. May move backwards at will. Unaffected by wind direction.

 

 

WEAPONS:

Warp stone charge.

 

SPECIAL RULES:

This barge has a large cluster of warpstone on it and a set of engines which have been specifically engineered to supply power to the warpstone and overload its already unstable state, causing a catastrophic explosion.

Warpstone overload:

 

SPECIAL

 

PADDLES 6”

 

The Skaven player declares at the end of his move that the engine power has been diverted to overloading the warpstone. On the next turn, the barge forfeits its standard move and instead drift 1d6” in the direc- tion of the wind.. In the end phase of this following turn the barge explodes and sinks (before dicing for fires etc). Remove the barge and its crew—no debris is left.

 

Roll 3d6 that is the radius in inches of the explosion.

All ships within the first half of this radius take d8 randomised hits (do not re-roll misses). Those ships within the second outer half of the radius take half the d8 roll in randomised hits.

 

So this barge could detonate and destroy a large group of enemy ships (and certainly any fixed shore- forts which cant dodge!) or it could explode harmlessly, or even take out its own fleet’s ships if badly managed / the opponent manipulates the wind etc.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

SPECIAL

PADDLES 6”

 

 
GIANT POISON WIND GLOBE CATAPULT

Independent class

 

MOVE

Paddles: 6”. Turns using normal turning template. May move backwards at will. Unaffected by wind direction.

 

WEAPONS:

Poison Wind Globe Catapult. May not be used to repel boarders.

 

 

SPECIAL RULES:

Globe catapult– a huge fixed forward firing slingshot which fires the globes up to 18” (minimum of 6”, can fire over any intervening ships or low terrain within that 6”).

The globe takes a full turn to reload, so the ship cannot fire in subsequent turns.

 

Determine the point you wish to aim (which must be visible to the catapult and within the standard firing template width but unlimited range—ie a 3” wide corridor in from of the ship) for then roll the scatter   and misfire dice. This represents where the globe finally shatters (having skimmed and spun to this posi- tion).

Place a 3” diameter globe template centred on this location.

 

Any ship partially under the template must make a roll for each crew counter. On a 6 that counter is re- moved. If a ship is fully under the template it will remove the counter on a 5 or a 6.

If a ship moves through the cloud, out of the cloud, or the cloud moves over it in the end phase unless a roll has already been made this turn roll a dice for each crew counter and on a 6 it is removed.

End phase: roll a dice, on a 1 the cloud vanishes. Otherwise the cloud moves that many inches in the di-

 

rection that the wind is blowing.

 

Misfire:           if a misfire is rolled, the globe has shattered on board the Skaven vessel itself, roll a dice: 1:                 the        globe explosively shatters. Place a damage counter on the launcher location no

globes can be fired until repaired. Roll a 2 dice hit against the ship. As the fumes are con- centrated on the ship, roll a dice for each crew counter on a 4+ it is removed.

Place the poison wind template over the ship.

2:         the globe shatters and envelopes the ship in a gas cloud. Roll a dice for each crew mem- ber on a 5 or a 6 remove that counter. Place the poison wind template over the ship.

3-4:  the globe is stuck and isn’t launched. Spend next 2 turns un-sticking and then reloading the globe.

5-6:     plop! The globe rolls harmlessly off the front and sinks beneath the waves.

 

The Globe catapult has a special crew of 2 Plague Monks counters. It may have other crew as per the normal Skaven rules, as any of those may mix with the Plague Monks.

Plague Monks are never affected by any disease or poison effect (Poison Wind, Nurgle Rot, Etc…). Plague Monks will always lead and start a boarding action if possible. They are discarded first if the ac- tion is lost.

 

 

 

 

 

 

 

 

SPECIAL

PADDLES 6”

 

 
 The Catapult may purchase a single Nurgle chaos reward card.

 

 

 

 

 

 

FOOD CATCHER

Independent class

 

MOVE

Paddles: 3d6”. Turns using normal turning template. May move backwards at will. Unaffected by wind direction.

 

WEAPONS:

Food Catcher. May not be used to repel boarders.

 

SPECIAL RULES:

Food catcher when trying to capture beasts of the deep roll 2 dice and need to ‘hit’ with both dice.

If hit, monster is ‘pinned’ by the catcher and may not submerge and may only move half move (dragging the catcher with it). Any attack dice are halved, any special ability is ‘halved’ (if it normally automati- cally occurs it will only happen on a roll of 4+, if it occurs on a 5+ it will now only happen on a 6+ etc). Any boarding carried out against the monster will gain +1 to the attacker.

 

To free itself the monster (or allies) must destroy the catcher location of the ship, or have the Skaven release the beast.

If the ship sinks it may take the beast to the bottom with it and eventually drown it….(for game play if the ship sinks the monster (only) has next round to attempt to damage the catcher location. If it fails then roll 1 dice and compare roll :

 

Roll is less than the number of hits the monster has left monster escapes unharmed Roll is equal to current hits monster escapes taking one wound.

Roll is greater than current hits ship and monster sucked to the bottom monster counts as killed. Roll modified as +1 for each point of undamaged catcher location is left when sunk.

If the catcher location is not destroyed it can be used to do a 1 dice low attack against any other non-beast target as long as the vessel is able to move.

 

Any movement roll of a triple will cause an automatic hit on the warp tanks as they overheat. This will therefore cause an automatic critical on that location.

 

 

SEWER RAT SWARM

Independent class

 

 

MOVE

2d6”, always towards the nearest enemy ship. May cross terrain.

 

WEAPONS:

Swarm.

 

SPECIAL RULES:

The rat swarm costs 25pts per "crew counter", and a rat swarm may consist of up to 10 rat swarm crew counters.

The rat swarm template is 3” by 2”

 

 

No Ranged Attack

SPECIAL 2d6”

 

Rat Swarms have no missile weapons and do not ram or commit boarding actions against ships. If the swarm contacts an enemy ship break off a number of rat crew counters equal to the maximum crew of the ship to be infested. Those rats are now aboard the enemy ship, place them on the ship's template. The swarm in the water may now ignore the infested ship for purposes of movement. When the last crew counter moves onto an enemy ship or is destroyed through attacks remove the swarm template.

 

Infestation:

Rat crew counters have no effect on the ship except as follows:

When the infested ship's action comes up roll a d6 for each rat swarm aboard to determine what affect the rats have

1- swarm killed, remove this counter, 2- no effect

3-  no effect

4-  kill one ship's crew (Dark elf monster ships treat this as a loss of a wound instead.) 5- Ship slowed by 2" this turn

6- one below the waterline hit, save at +1

 

Hunting:

At the end of any infected ship's action if the ship has not been involved in a boarding action, the crew may hunt the rats on board. Resolves as a boarding action roll using any normal crew bonuses (no can- nons) vs the number of rat swarm counters aboard. If the crew wins remove a rat counter and the crew may choose to continue the attack as normal. If the rats win no ship's crew are lost but the hunt ends im- mediately.

 

Shooting:

The rat swarms are very low in the water and cannot be shot at with most weapons. Cannons and bolt throwers go right over them. Indirect fire weapons (mortars, catapults) can attack swarms, as can magic attacks, and fliers with ranged weapons (Gyrocopter, Dragon, etc.). Attacks on rat swarms are resolved as normal. The Swarm only has a low location, is hit on 4+ and has a save of 5+. The only effect of a hit is the removal of one swarm crew counter.

 

Rats infesting a ship are immune to the effects of all attacks against that ship, they are never killed by attacks that kill crew on the ship (for example a kraken's special attack).

 

Close combat:

Monsters can close combat the swarm normally, use the swarm's crew counters as its bonus. The rat swarm will not initiate combat against a monster, and if they win they will automatically drive the beast off (after doing damage as usual). Dark elf monster ships are treated as ships, not as monsters for pur- poses of how rats react to them.

 

Deserting:

If a ship that has rat swarm counters aboard is sunk, either by the rats causing below the waterline hits or enemy attacks, the rats desert the ship like... well like rats deserting a sinking ship. The counters will form a new rat swarm or rejoin the original rat swarm if it happens to be within two inches of the sinking

 

 

 

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J'aime l'idée d'une malenef avec un canon Malfoudre. Ce serait la Malfoudrenef ? 

 

Je me disais qu'on pourrait utiliser le gabarit du pestiféré de Nurgle (qui fait 15cm). Reste à déterminer les dégâts du bidule et ses échecs possibles. J'ai pas l'inspiration la tout de suite... 

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Le 09/07/2018 à 18:04, nopeace a dit :

J'aime l'idée d'une malenef avec un canon Malfoudre. Ce serait la Malfoudrenef ?  

 

Un Parmalfoudre ? ?

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Le 09/07/2018 à 18:04, nopeace a dit :

Je me disais qu'on pourrait utiliser le gabarit du pestiféré de Nurgle (qui fait 15cm). Reste à déterminer les dégâts du bidule et ses échecs possibles. J'ai pas l'inspiration la tout de suite...  

 

Moi je vois plus une distance aléatoire en D6 puis une déviation avec le gabarit de la torpille. Tous les bateaux prient sous la ligne de la malfoudre prennent des dégâts

 

Edited by Dreadaxe

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Le 27/07/2018 à 21:32, Dreadaxe a dit :

Moi je vois plus une distance aléatoire en D6 puis une déviation avec le gabarit de la torpille. Tous les bateaux prient sous la ligne de la malfoudre prennent des dégâts

 

Un truc comme ça

 

Citation

LA NEF À MALEFOUDRE

La Nef à Malefoudre est armée d'un gigantesque canon à malefoudre. Cette arme utilise le dé spécial d'artillerie et le dé de dispersion fournis avec le supplément Fléau des Mers. Elle a une portée aléatoire et utilise le gabarit de déviation de torpille du Nautilus Nain.

Désignez votre cible et placé le gabarit de torpille. Lancez-le dé d’artillerie pour la portée et effectué la déviation avec le gabarit. Vous pouvez alors décider de pousser la puissance du canon pour propager l’éclair, lancer alors un nouveau dé d’artillerie et un dé de dispersion. Si le dé de dispersion affiche le symbole HIT, le tir continu dans la même direction sinon l’éclair continue en déviant sa course. La flèche du dé de dispersion indique dans quelle direction l’éclair dévie, alors que le chiffre du dé d'artillerie multiplié par 2,5 cm indique la distance parcourue. Le joueur Skaven peut alors continuer à pousser le réacteur à moins d’avoir obtenu un MIFIRE.

Une fois que l’éclair termine sa course, vous pouvez établir les dommages provoqués par le tir. Tous les navires qui ont été traversé par l’éclair sont touchés. Ils subissent D6 attaques. Le joueur skaven décide si les attaques visent des zones basses ou hautes.

 

Si le dé d'artillerie affiche le symbole MISFIRE, faites un jet sur le tableau suivant.

[A déterminer]

 

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Y'a de l'idée mais un joueur avec un peu de chances pourrait se retrouver à traverser la table avec cet éclair en transperçant la flotte adverse... Je pense que l'éclair devrait du coup s'arrêter au premier obstacle pour limiter la puissance du boudin : 1d6 touches sur plusieurs navires, ça deviendrait l'arme  de tirs la plus puissante de MoW. Les Skav ont pas besoin de ça ! 

 

À voir le tableau de misfire, il pourrait varier en fonction de nombre de fois où le dé d'arterillerie a été lancé : un d6 par dé d'artillerie, les doubles font exploser l'arme de façon catastrophique ? 

Tu pourrais te servir de anydice pour mesurer les seuils du tableau et leurs probabilités d'advenir... 

 

Mes deux saouls, hips ! ? 

 

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Et si on utilisait le gabarit de torpilles, et que le dé de MISFIRE donnait la distance et le nombre de touches et que celles-ci soient enflammées?

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Le 09/08/2018 à 22:46, nopeace a dit :

Y'a de l'idée mais un joueur avec un peu de chances pourrait se retrouver à traverser la table avec cet éclair en transperçant la flotte adverse... Je pense que l'éclair devrait du coup s'arrêter au premier obstacle pour limiter la puissance du boudin : 1d6 touches sur plusieurs navires, ça deviendrait l'arme  de tirs la plus puissante de MoW. Les Skav ont pas besoin de ça ! 

 

À voir le tableau de misfire, il pourrait varier en fonction de nombre de fois où le dé d'arterillerie a été lancé : un d6 par dé d'artillerie, les doubles font exploser l'arme de façon catastrophique ? 

 

Oui oui c'est juste une idée qui va dans le sens des règles du canon malefoudre de Warhammer

Voilà me 2 sources

 

WFB6 Warhammer Armée Skavens

YVuVbca.png

 

WFB7 Warhammer Armée Skavens

 

6CI0Kic.png

NLFbcko.jpg

 

Opinion ?

 

Le 09/08/2018 à 22:46, nopeace a dit :

Tu pourrais te servir de anydice pour mesurer les seuils du tableau et leurs probabilités d'advenir... 

 

Il faudrait que je maîtrise le logiciel pour ça ;)

 

Le 10/08/2018 à 08:25, XAW a dit :

Et si on utilisait le gabarit de torpilles, et que le dé de MISFIRE donnait la distance et le nombre de touches et que celles-ci soient enflammées? 

 

Pour l'utilisation unique du gabarit de torpille je me suis dit que ça n'allait pas être assez aléatoire mais rien d'arrêter de mon côté.

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Règles VO (connexion obligatoire)

https://groups.io/g/TheSeaofClaws/files/Fleets/Skaven/Greater%20WarpLightning%20Generate

https://groups.io/g/TheSeaofClaws/files/Fleets/Skaven/SKAVEN%20FLEET%20INFORMATION%20CARD.doc

 

Résumé

Citation

GREATER WARP LIGHTNING GENERATOR

 

MOVE

Paddles: 8”.

Turns using normal turn template. May move backwards at will.

Unaffected by wind direction.

 

WEAPONS

1 Greater Warp Lightning Generator firing forwards. May be used to repel boarders.

 

SPECIAL RULES:

Warp tanks – 1st hit causes critical hit

 

Greater Warp lightning generator – adds +1 or +2 to defensive fire if warp location still intact. Every time ship moves add one counter to warp counter track. If fire, remove all counters and use the amount of dice attack under the top most counter ie. 3,6 or 9 dice attack. Standard save, but any location which rolls a 1 for its save gains a blaze counter instead of the usual damage counter. Any triple roll the same causes warp tanks to suffer a hit – effect of attack still carried out on enemy vessel. Template for attack – use the Slime trail template placed directly in front of skaven ship. The ship affected is the one falling most under the template, dice randomly if equal.

If 6 of the same results on the dice are rolled, catastrophic explosion rips the ship apart and it sinks, plus causes d3 random hits on all vessels within 3”.

If the energy track has built up to full, but you don’t decide to launch a 9 dice attack, roll anyway to see if catastrophic explosion happens due to built up energy. Roll every turn until discharged / fired when at max strength.

 

COST: 100 points for a single ship

FLEET COMPOSITION: Independent. 0+

 

 

 

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il y a 53 minutes, warboy69 a dit :

 

Bravo pour le travail, une petite reviews de ta traduction de la carte de vaisseau du Générateur Infernal Warp :

  1. Indépendant pas bâtiment.
  2. D6 plutôt que d
  3. tir défensif au lieu de tire
  4. critique au lieu de crtique
  5. Ne cause plus d’incendie ?
     

Plus général

  1. cm et pas Cm
  2. É À È bref accentuation sur les majuscules
  3. "Svg." au lieu de de "Svg"
  4. Police Arial plus adaptée que la Times

    Point à la fin de toutes les descriptions de zone

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Yann Taniou m'a adapté 2 modélisations de Nathan Hunt "barnEbiss2" pour créer cette Malfoudrenef 

Qu'en pensez vous ?

K6Qj0cM.gif

 

Je la produis ?

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Ben ouais, c'est cool... 

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Il y a 11 heures, nopeace a dit :

Ben ouais, c'est cool... 

 

Que d'enthousiasme lol

Même pas un need ! 😉

 

Bon pour la peine tu proposes des règles 😋

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Il me semblait bien qu'il manquait un truc 😋

 

C'est skaven, c'est un truc gros et dangereux. En gros, àa tire en ligne droite sur 60cm pas de règle de portée, c'est une ligne de 60cm large de 1cm. Il fait un dé d'artillerie de touches qui provoquent des critiques à chaque blessure et il subit 1d3 critiques lorsqu'il fait misfire?

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il y a 40 minutes, XAW a dit :

Il me semblait bien qu'il manquait un truc 😋

 

C'est skaven, c'est un truc gros et dangereux. En gros, àa tire en ligne droite sur 60cm pas de règle de portée, c'est une ligne de 60cm large de 1cm. Il fait un dé d'artillerie de touches qui provoquent des critiques à chaque blessure et il subit 1d3 critiques lorsqu'il fait misfire?

 

Distance fixe je ne suis carrément pas pour c'est très loin du standard Skaven et de son homologue le canon malefoudre pour Battle.

L'utilisation du dé d'artillerie voir du dé de dispersion est importante aussi pour cet aspect aléa. 

L'aspect accumulation à la étoile de la mort peut être sympa.

L'aspect prend feu aussi si c'est un laser.

Il faut que je relise ce qui avait été réfléchi et peut-être aller voir comme le canon à Malefoudre se comporte en WAP et 9e Âge.

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Une accumulation un peu comme la cloche, style un pion ou deux par tour, ce qui rajouterait des dés 3 de touches mais pourrait provoquer une catastrophe sur chaque résultat de 1? Etutiliser des dés pour la distance style:

 

-1 pion= 1d6x2.5cm de portée et 1d3 touches enflammées à la cible? Les 1 sur les touches provoquent une touche enflammée sur le bâtiment skaven au niveau de l'accumulateur laser?

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