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Author Topic: Resurrection: DD#02 - Exotic Weaponry  (Read 3978 times)

Offline Eliazar

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Resurrection: DD#02 - Exotic Weaponry
« on: April 24, 2009, 02:32:52 PM »
Devil's Den Challenge #2: Exotic Weaponry
Topic author: Ans-Mod Brahm Tazoul

Subject: Devil's Den Challenge #2: Exotic Weaponry
Posted on: 29/01/2008 15:51:27
Message:
As always, more and more warriors are swarming towards Mordheim, promises of easily-found wealth still hot in their ears. From the peaks of Middenheim to the cluttered and smokey streets of Nuln, men and women have been coming to Stirland to raid wyrdstone since the cataclysm. Now, groups from far off Estalia or Cathay have been seen skirting the shadowed alleys of the Damned City, and when they fall (as happens all too often 'round these parts) their exotic weapons find their way into the shops and stalls of those debased enough to sell them...

Create a new piece of weaponry for Mordheim. The cost can be whatever you'd like, but the entries will be based upon balance (omg HOW the balance shall matter) and the enginuity of the device. Nothing is off-limits, so let your imagination soar! Remember, these are weapons that have been pulled off of long-lost adventurers who have come from parts-unknown; there will need to be rarity rolls, etc. I don't want to start seeing Treasurehunters showing up in Chargers Armour for their first game...

Let the contest begin!

Brahm's Entry
Chargers Armour
Dwarves Only, Rarity 10+, Costs 100 + 2D6gc

Chargers, not unlike Trollslayers, are easily recognized from a distance. Instead of a massive amount of fiery-red hair, you'll notice very little in regards to the Charger's outer appearance, save for it is entirely metal. Beady eyes will peer out from slits in the fully-encased helm, and the well-oiled armour is covered in points, blades, spikes and sharpened edges. The Charger is feared universally, as their protective shell is extremely resilient to ranged damage, and they are terrifying in close combat. The tactics for Chargers is simple; get close and don't let go. Simply by engaging an enemy in close combat, a dwarf wearing Chargers Armour is likely to inflict, at a minimum, several dozen minor and irritating cuts and at their worst, a massive and bloody pile of gore, depending on the energy of the dwarf inside.

Special Rules

   Range         Strength            Special Rules
Close Combat     As User          Save, Grind, Charger

Save: A dwarf that is wearing Chargers Armour has a basic D6 saving throw of 4+.
Grind: Should a Dwarf equipped with Chargers Armour make a successful attack, all further attacks during that Close Combat are at +1 to hit, regardless of who enters (or leaves) the combat.
Charger: A dwarf equipped with Chargers Armour gains a +1S bonus during the round that they charge. Due to the point-nature of the Charger Armour gloves, no other weapons may be used whilst the wearer fights with the benefits of the armour.


Reply author: drewful
Replied on: 29/01/2008 18:51:10
Message:
Chained Attack Squig

10 gold crowns
Availability: Common (Orc heroes only).
Small, vicious attack squigs are often herded towards the enemy by orcs and goblins in battle. Orcs of status may find the time and patience to train an attack squig as a pet and guard animal. An orc will normally keep his attack squig chained to his arm, and will merrily throw or swing his squig into combat when engaging the enemy.
Range: Close Combat
Strength: 3 (never modified by the user's skills or strength)
Special Rules
Cannot be parried, strike first, gnawing bite, doesn’t mind well.
SPECIAL RULES
Cannot be Parried: A squig’s master will often use his pet’s chain to swing the beast onto his opponents. Such attacks frequently result in the squig’s chain wrapping about, delivering the creature to the victim’s rear. Attempts to parry such an attack are futile. A model attacked by an attack squig may not make parries with swords or bucklers.
Strike First: A squig's chain is long, and the voracious critter literally leaps at the prospect of a meal. If charged, an orc’s attack with a chained attack squig will ‘strike first’.
Gnawing bite: An attack squig may only be used to make one attack per round. All other attacks must come from another weapon. However, should an attack from a squig make a successful hit, the little monster will remain attached to its victim until dislodged. When the squig hits, it attempts to wound with a strength of 3. Furthermore, in every additional round of combat between the orc and the squig’s victim, the squig makes an automatic strength 3 hit. The squig is pulled off if 1) its master is knocked down, stunned, or taken out of action, 2) either combatant flees or otherwise leaves combat, 3) the victim is taken out of action, or 4) the victim is knocked down or stunned, and the orc is facing additional, standing opponents.
Doesn’t Mind Well: Although an attack squig is normally chained to an orc’s wrist, it lunges and pulls at its chain. Managing the little hellion requires the full use of the orc’s arm. No other weapon, shield, or item may be used in one of the orc’s hands during the battle. Note that the orc may use missile weapons with no penalty (provided his other arm is intact!).

Reply author: Ethlorien
Replied on: 29/01/2008 20:48:25
Message:
Wyrdstone Hammer
Rarity 12+, Cost 75+3d6gc

Some come to Mordheim for glory, some for treasure. Many come for battle. Occasionally, when a great piece of Wyrdstone is found, he who found the stone is not looking for treasure, but for power. Thus they fashion for themselves a terrible weapon called a Wyrdstone hammer. These hammers are made of a stout length of wood, upon which is fastened a large rock of Wyrdstone. They glow with a eerie light, and trailing behind them is a green mist.

Special Rules:

Range: Close Combat
Strength: As user
Special Rules: Concussion, Chaos-empowered

Chaos-empowered: Anytime a model is wounded by a Wyrdstone hammer, roll two dice. On the roll of a 12, the mutating powers of the weapon have embedded themselves into the model; roll on the table below. If the attack is a critical hit, the model is affected by the hammer's power on a roll of 10+. Roll the affects of the Wyrdstone Hammer before rolling for damage.

1 - Instant Death: the target is immediately taken OOA.

2 - Random Mutation: In addition to any damage suffered, the model suffers a random mutation (described in the rulebook): 1= great claw, 2= cloven hoofs, 3=tentacle, 4=spines, 5=extra arm, 6=hideous.

3 - Poison: the attack counts as if the weapon had been coated in Dark Venom.

4 - Possessed: The model is wracked by pain and twisted into a Possessed. the model immediately becomes a Possessed with the same starting ability as the one listed in the Cult of the Possessed warband. This model is still a part of his warband, and rolls for a single, random mutation (as if he had rolled a 2, above). The model does not count as a hero (whether he did before or not), but rather a single henchman.

5 - Spawn: The model is affected by the hammer worse then predicted. The model transforms into a Possessed of a mindless nature. The Possessed is affected in exactly the same way as if he had rolled a 4, above, except that the Possessed is no longer under the player's control. Instead, this Possessed acts after all other warbands have gone, always attacking the nearest model, much as if it were a random encounter. Any warband who slays this creature will gain an experience point, otherwise the Possessed runs off into the streets of Mordheim at the end of the battle and is never seen again.

6 - Broken Shard: the model suffers as normal, except that a small piece of wyrdstone breaks off upon the hammer striking them. If the model is not taken OOA by the end of the game, his warband will receive a further piece of Wyrdstone.

Reply author: drewful
Replied on: 29/01/2008 21:01:58
Message:
Ethlorien,
Maybe those Power in the Stones mutations are a better idea, as big-time mutations and/or Possessed status are a one-way ticket out of most warbands.

Also, maybe you could restrict the weapon to chaotic warbands.

Cool idea, by the way.

Reply author: Ethlorien
Replied on: 29/01/2008 21:11:37
Message:
Thanks, drewful, glad you like it.
I thought of the power in the stones, but figured I'd just stick to the basics for now, as perhaps not everybody knows of those ones. Perhaps it shall be my undoing though.
I hadn't really thought of Chaotic warbands only, good idea though, and makes sense, thanks.

Hey, I wonder, can we submit more then one weapon?


Reply author: MyLittlePwny
Replied on: 30/01/2008 09:19:42
Message:
My entry:

Ballista

80 gold crowns

Availability: Rare 10, human warbands only, maximum 1 per warband.

Ballistas are huge powerful crossbows on wheels capable of doing tremendous damage. They fire giant bolts over huge distances and once the bolt hits home, it's shreds its target to pieces.


Range: 40"

Strength: 5


Special Rules:

Hard to reload: Massive force is required to reload this device. A model trying to reload the Ballista must spend a full turn doing nothing else and must pass a strength test to succeed.

Kickback: The power in this device is so powerful that when the bow flings forward and the bolt is launched, the firer is thrown 1d3 inches in the direction of the shot. If the model hits wall or another model, he/both models suffer a s3 hit.

Difficult aim: Due to the size of the Ballista, aiming is a bit harder than other missile weapons. The penalty for firing over half range is -2 to hit instead of -1.

Wheeled: Dragging along a Ballista is hard work and the user may not run. Neither can he move and shoot the Ballista in the same turn, and he cannot climb or move up or down ladders.

Huge: The Ballista is a huge weapon. A warrior "carrying" a Ballista may not have any other missile weapons.

Reply author: MyLittlePwny
Replied on: 30/01/2008 09:31:05
Message:
And to Ethlorien, i would make the 6 on the hammer a bit different, it's a nice idea to get an extra wyrdstone after the match but maybe the victim must take 2 rolls on serious injury because of the wyrdstone piece in his flesh for the duration of the battle?

Oh and yeah, you can submit another weapon, just only have one official in the competition :) you choose which ofc :)


Reply author: Chad
Replied on: 30/01/2008 09:42:09
Message:
Here's my entry (not slaves I decided they didn't really fit the bill)enjoy!

Steamgun

Invented by the mad dwarf engineer Kraza “The Crazy” Krarson the steamgun is an insulated miniature boiler and furnace attached to a shoulder mounted handgun. When fired the steamgun creates a billowing cloud of scalding steam, while throwing a heavy lead ball towards its target.

Range: 28 Strength: 4 CostGCs: 50+2D6 availability: 10+

Special rules: Steam cloud, Not black powder, Move or fire, Heavy, armour piercing.
Armour piercing: -2 to armour saves, rather than the normal -1 for strength 4.
Steam cloud: when you fire the steamgun draw a line 1 inch wide and 4 inches long pointing towards the target, all models even partly under take a strength 2 hit. No armour saves.
Move or fire: you may not move and fire a steamgun on the same turn,
other than to pivot on the spot to face your target or to stand up.
Heavy: the model carrying the steamgun cannot run, climb or jump.
Not black powder: superior black powder cannot be combined with the steam gun. In addition use the misfire chart below, instead of the usual one.

Misfire chart (D6)
1 POP! the boiler overloads with steam and explodes, all models within 3 inches take a strength 3 hit, except the model carrying the steamgun who takes a strength 4 hit
2-3 Leak! The boiler has sprung a leak, cannot be used for the remainder of this game.
4-5 Hiss! the boiler loses pressure cannot fire this turn.
6 Bang! The shot hits, and the steam cloud has strength 3.


Hope you like it, all constructive critiscism greatly appreciated.
Cheers

P.S I've submitted my slaves on the forum for you all to have a look at.


Reply author: Chad
Replied on: 30/01/2008 10:24:59
Message:
MylittlePwny, I really like the Ballista, but I think the Kickback rule should be reversed so that the firer moves forwards since in reality crossbows and Ballisti recoil forwards owing to the large bow swinging forwards.
Cheers

Reply author: ash_wednesday
Replied on: 30/01/2008 11:32:58
Message:
Double Barrel Pistols

Its a pistol with 2 barrels fused together. It also has two different fireing mechisms (similar to a double barreled shotgun).
They can be either standard double barrel pistols or doubled barreled dueling pistols.

Special Rules: It allows the model to fire 2 shots with a pistol in one turn. You can choose one target or two different targets. If both barrels are fire at a single target, the damage is doubled but only one roll to hit is needed. Two double barrel pistols can be used (a la brace) in a turn to fire up to 4 shots that turn. There is a -1 to hit after the 2nd shot. They can aslo be used in close comabt like a normal pistol.

All the rules that apply to a pistol in close combat apply to double barrel pistols except that if a model fires the double barrel pistol in combat, he may fire up to two shots. If he fires the 2nd shot, he may not use another weapon in close combat. He's too busy shooting, aiming and shoting again to used another weapon.

Range: Double Barrel Pistol: 6'.
Double Barrel Dueling Pistol: 10'

Strength:4 (both)

Special Rules:Double barrel pistols: Prepared shot, Save Modifier (-2 modifier), Hand to hand (as noted above)
Double barrel dueling pistol: Accuracy (+1 to hit), Prepared shot, Save Modifier (-2 modifier), Hand to hand (as noted above)

Price: Double barrel pistol/brace: 25gc/50gc. Rare:10
Double Barrel dueling pistol/brace: 35gc/70gc. Rare:12

Reply author: Zontarion
Replied on: 30/01/2008 13:43:23
Message:
Grappling Gun
Rarity 10+, Costs 40 + 2D6gc, Rarity 8+ for any Pirate Warband

Grappling Hooks are designed to be thrown or projected a distance, where its hooks will engage with the target. Grappling hooks were originally used in naval warfare to catch the rigging of an enemy ship so that it could be drawn in and boarded.
A Grappling Gun is a transportable Grappling Hook launcher that uses gunpowder to create an air pressure that fires the hook in the direction of the target. Once it has hit there's another mechanism that allows the firerer to retract the hook (more often than not this results in the shooter moving towards what the Hook has dug into).
Brought to Mordheim by pirates seeking their fortunes, these Grappling Guns have now made it to the black markets of the city. They offer their owners a cruel way to kill their enemies and a means to scale the highest of buildings incredibly fast.


Special Rules

Range      Strength                        Special Rules                      
 8"            4          Prepare shot, No Long Range, Climb, Up, up and away!

Prepare shot: A Grappling Gun takes a complete turn to reload, so your model may only fire every other turn.
No Long Range: A Grappling Gun ignores penalties for Long Range.
Climb: Any model equipped with a Grappling Gun can use the Grappling Hook for climbing and add +1 to his Initiative when making Climbing tests.
Up, up and away!: In a turn where a model takes a regular move (ie. not running or charging) and as long as the Grappling Gun is loaded, a model equipped with a Grappling Gun can fire it at a piece of terrain within the range of the weapon. Take an unmodified BS-test (a '6' always fails) to see if the Grappling Hook has hit the intended target and caught on. If it has, move your model to whatever the target was. If the target was halfway up a wall, and you wish to climb the rest of the way, make an Initiative test, but without the +1 for using the Grappling Hook (as that's stuck in the wall). Failing this will, of course, result in falling damage as usual.




PS: It can, of course, be used with superior gunpowder to give a ST5 hit instead, but it's main use is having a crazy ninja/pirate model flying all over the place! :D

Reply author: Chad
Replied on: 30/01/2008 16:11:15
Message:
Chad's unoficial entry:
Basically a miniature goblin hewer the axehurler is designed to kill heavily armoured tough troops at short range.

The crossbow was simple weapon…. Until “Crazy”Kraza got his hands on it. By adding a catapult arm with a guttered bed Kraza turned this harmless impaling device into an axe throwing system of destruction.

Axehurler statistics:
Range: 16 Strength: 5 Cost: 30GCs Availability: 10+
Special rules: Cutting edge, Move or fire.
Cutting edge: Cutting edge: An axehurler has an extra save modifier of -1, so with
Strength 5 the axehurler has a -3 armour save modifier.
Move or fire: Move or fire: You may not move and fire an axehurler on the same turn,
other than to pivot on the spot to face your target or to stand up.
Dwarves only?
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)

Offline Eliazar

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Re: Resurrection: DD#02 - Exotic Weaponry
« Reply #1 on: April 24, 2009, 02:36:23 PM »
Reply author: StyrofoamKing
Replied on: 30/01/2008 23:20:55
Message:
OFFICIAL ENTRY

{{Heh. I had this idea in the back of my head for Sartosa, but I was chickened out. You weaseled the idea back out of me.}}

DUCK-FOOTED PISTOL

Rare 11
Cost 50gc
EDIT: raised it to 50gc. nice round number.

A peculiar and often custom-made weapon, the Duck-footed pistol is a many-chambered gun that fires multiple shots simultaneously... the barrels are splayed outwards, to the resulting deadly weapon resembles the comical footprint of wading birds.

Range: 10" Strength: 3 Special: Blackpowder, Spread-Shot, Hand-to-Hand, Loading Time, Unbraced

Black-powder: A Duck-Footed Pistol is a blackpowder weapon, and a natural roll of 1 to hit causes a misfire (roll on the Blackpowder misfire table.) If the result BOOM is rolled, the wielder suffers 1D3+1 St 3 hits. A Duck-Footed Pistol may be used with Superior Gunpowder (BOOM misfires become S4 as well.)

Spread-Shot: If firing at ranged targets and the target is hit, the closest 1D3 models within 2" of the target are automatically hit with bullets too. The firer cannot hit himself (nor count as the 'closest model' for the rules below), but he can accidentally hit members of his own warband. If the original target was in the open, no hits can be applied to models in cover though (only if the original target was in cover can hits go to models in cover as well). The closest model to the target must take the first hit, then the next closest, and so on. Models in Hiding will also count towards being close to the target, and can be hit as well. There is no Armour Save modifier from Spread Shot hits.

Hand-to-Hand: The Duck-Footed Pistol may be fired in the first round of combat, just like a normal pistol. Using the Wielder's Weapon Skill, the Pistol provides an additional attack at Strength 3. If the initial attack hits and is not parried, 1D3 models in base contact with the firer are also hit with S3 hits. The closest model to the target must take the first hit, then the next closest, and so on. Again, the firer can accidentally hit members of his own warband this way. This does NOT count as 'shooting into combat', so the shots are not randomized. A model cannot be hit with multiple hits for only one shot (except for 'Richochet' critical hits.) Once fired in the first round, a Duck-Footed Pistol may not be fired for the rest of that combat.

Loading Time: Loading the many barrels of the Duck-Footed Pistol is a difficult task, even for expert gunners. Because of this, it always takes a full turn to reload a Duck-Footed Pistol, regardless of skills the firer might know. He may not fire any other weapon while reloading.

Unbraced: You cannot buy a brace of Duck-Footed Pistols, and a single hero can only own one Duck-Footed Pistol at a time. If the firer knows the skill Pistolier, they may fire a Duck-Footed Pistol and a second pistol of any other type at the same time.

UNOFFICIAL ENTRY

Throwing Stick/Boomerang - Beastmen Warband,
Common, 5gc - Ungors Only

Range: 24" Strength: User Strength -1 Special Rules: Move and Shoot, Armor Save

Move and Shoot: A Throwing Stick User suffers no penalties for moving and shooting.
Armor Save: Throwing Sticks are not very effective at piercing armor. Thus, they give all targets a +1 Armor Save, of if they have none, a 6+ save.


Reply author: Beardling
Replied on: 31/01/2008 00:05:52
Message:
Zhuge Nu (Zhuge's Crossbow)
Rare 12, costs 75+3d6 gc

Sometimes a weapon from far off Cathay will make it to the old world, and as Mordheim was once a center of trade, it is not unknown for them to appear within the ruins. One such item is the Zhuge Nu. "This weapon was extremely easy to manufacture and use, and, in the hands of a trained soldier, could easily launch ten bolts in fifteen seconds. In comparison, a standard arbalest could barely shoot one in that time. The [zhuge nu], however, had neither the power nor the accuracy of a common crossbow. This gave it a shorter range, compensated for by using lightweight bolts instead of the heavy bolts of single-shot crossbows." (wiki)

Range: 24''
Strength: 3
Special Rules: Multiple Shots
The Zhuge Nu will fire d3+2 shots per turn and all of the shots must be directed at the same target. If combined with quick shot then it will fire d3+4 shots instead and the shooter may re-roll the d3, though he must accept the result, even if it is worse than the first. Due to the difficulty of aiming so many bolts, the shooter is at -1 to hit.

Double Magazined Zhuge Nu
Rare 12 125+4d6 gc
Simply by adding a second magazine the Zhuge Nu can enjoy twice the rate of fire, but at a much reduced range.

Range: 18''
Strength: 3
Special Rules: Automatic weapon!
Instead of firing one shot, the double magazined Zhuge Nu will fire d6+2 shots. Should the shooter have the skill 'quick shot' then it will be d6+4 shots and he may re-roll the d6, though the second result stands. Due to the difficulty of firing so many shots, the user is at -1 to hit.

(So yes, this is a real weapon. And the best part is that larger versions were made as siege weapons! And all of this around the year 200 AD.)

Reply author: Ethlorien
Replied on: 31/01/2008 11:50:31
Message:
"Unofficial Entry" Though now that I think of it, I like this one way better...

Diamond Hair
Rare 12, 100+2d6gc, Heroes only

Stories of these exotic weapons say they are the weapon of choice amongst the deadliest of men, the ninja of Nippon, or the assassins of Cathay. It is said they are made from the hair strands of a dozen virgins, bound together and coated in a fine diamond dust. There are few to be found in the ruins of Mordheim, for they are held closely by their owners. Fewer still have the skill to wield them. Yet occasionally, one will come up on the table of a shady merchant.

Range: 8" (a strand of Diamond hair can be used in both the ranged and close combat phases).
Strength: As User
Special Rules: Cannot be Parried, Whipcrack, Fine Thread, Two-handed, +1 Attack, Difficult to Master.

Cannot be Parried: the strand of diamond hair is too fine for any warrior to even attempt to parry the attack.

Whipcrack: As a Sisters of Sigmar Steel Whip, in close combat only.

Fine Thread: A strand of diamond hair is so fine it can get under armour and cut right through flesh and bone. A strand of diamond hair ignores all armour saves.

Two-handed: It requires two hands to wield a strand of diamond hair, in close combat or shooting.

+1 Attack: Such is the length of the strand and the skill of the wielder that a strand of diamond hair can be used to cut down a group of enemies in moments. A warrior gains +1 Attack with a strand of Diamond hair. This is in addition to the bonus attack gained when they charge or are charged themselves. This extra attack can also be used in the shooting phase.

Difficult to Master: It is both difficult and dangerous for a warrior to wield a strand of diamond hair without training and experience. Only Heroes may wield this weapon. In addition to requiring the Weapons Training skill, a warrior who wields a strand of diamond hair will suffer a -1 penalty to their attack rolls unless they have taken a second weapons training skill, specifically for their strand of diamond hair.


Reply author: StyrofoamKing
Replied on: 31/01/2008 16:44:17
Message:
Diamond Wire, eh? You've inspired me:

UNOFFICIAL ENTRY #2

GAROTTE WIRE
Cost 25 gc. Rare 11 (9 for Eshin)
Range: Close Combat Strength: As User Special Rules: One Try, Sneak Attack, Two-Handed,
SPECIAL RULES
One Try: When attacking with a garotte wire, the attacker can only make one attack each turn. You may switch from using a garotte wire to any other weapon at the start of any combat.
Sneak Attack: The following bonuses only apply if your hero started his turn hidden and attacks his target from any direction but the front of his base (side or back); when charging, he receives a reroll on his roll to hit. If the attack hit, in this combat and every other attack against the same model with a garotte automatically causes critical hits on any successful wound (roll on the Bladed Critical Table.) If the first attack failed to hit, then the weapon critical hits as normal.
Two-Handed: A garotte must be handled in two hands, and cannot be used with additional weapons, shields, bucklers, or the like. An enengaged model carrying a shield may still use it in shooting phases.

UNOFFICIAL ENTRY #3
Tranq Darts - 30gc, Rare 11. For use with Blowgun
Any injures caused by a Blowgun roll on the following; 1-2 Knocked Down, 3-6 Out of Action. Models taken out of action this way do not need to roll for injury, as they completely recover after the battle. A bag of Tranq darts has enough ammo to last a single hero for one game. Has no effect on any models immune to Poison. Heroes only.

Reply author: Master
Replied on: 01/02/2008 13:51:00
Message:
Green Greed:
Since the first wyrdstones where found they have been used for weird potentials, some wizards, grind them and eat them, just like the skaven. The recipe for the green greed is unknown to many, however the darker alchemists delve in it's uses, it has the power to give a man the strength of seven men, and it has the power to kill that same man the next day, some suggestions tell that this is the same as the dreaded skaven brew.

Cost: 40gc
Rarity: 12, 9 for skaven and possessed.
Effect:
Whenever a warrior takes green greed roll 2d6 and consult the table below:

2: A heart Strike! The warrior has suffered from one of the most terrible side effects of the Green greed, he must roll d6 times on the serious injury chart, if the warrior survives roll again on this chart.
3: Severe degeneration. Roll an advancement, but instead of adding the stat to this warriors stats, deduct one, if you should gain a skill, roll again.
4: Mutation: This warrior attains one random mutation from the power in the stones chart.
5: Aeeer'd this stuff makes my head hurt. The warrior suffers from -1 ws, bs, s and t in his next battle.
6: I feel Dizzy. The warriors suffers -1 weaponskill and initative, in his next battle.
7: Normal Effect: The warrior is immune to psychology for the next battle.
8: Uncontrollable rage: The warrior is frenzied, for the next battle only.
9: You make me SOOO mad! (): The warrior is frenzied, AND hates all enemies warriors, even though being immune to psychology, for the next battle only,
10: Mutation: The warrior attains one random mutation from the possessed chart.
11: Powerful Wyrd effect: The warrior permanently gains the power of one of the empowered wyrdstones in the power in the stones (chose at random).
12: This makes me strong! Immediately roll an advancement for the drug user, re-roll any skills. Then roll again on this chart.

In addition Green Greed is highly addictive, whenever a warrior takes green greed he must pass a toughness test or become addicted, an addicted warrior that goes without green greed for a game deducts one from his toughness (permanently), if all his toughness is lost he dies.


Reply author: Flavio
Replied on: 02/02/2008 13:31:24
Message:
False Documents 30+D6gc, rare 9
The scribes and sages of the Old World have long known what most men of the blade do not: That sometimes a few well-wrought sentences can accomplish what steel and muscle alone cannot. A few unscrupulous clerks or stewards will sometimes take to earn a living by producing false documents of every sort. These men embody the Tilean credo that the pen is mightier than the sword.

False Documents detailing faulty orders can be sent to an enemy hero before a battle. The hero who receives the orders does not deploy along with his comrades but rather at the start of his second, and subsequent turns, he rolls a D6: On a roll of 4+ he moves in from a Random Table Edge. Otherwise he remains undeployed.

To determine which table edge he moves in from, roll another D6: 1: The enemy's edge 2-3: Left of the enemy's edge 4-5: Right of the enemy's edge 6: His own edge.

The hero may charge, move and shoot normally the turn he enters battle.


Reply author: Master
Replied on: 02/02/2008 18:02:50
Message:
Damn, but i like drugs!

Well, if i have to do a weapon i am gonna do this, if drugs are accepted then take my other entry:

Sword-Pistol:
Cost: 60gc Rare: 11
The Brettonnian pirate Ronald Blackhand liked engineering, and he liked blackpowder weapons, but he also had a love for tales of ancient Knights battling good and evil with swords and shields, and thus he invented the Sword-pistol! A sword incorporating a pistol quickly gained renown among the ostlanders and some of the tileans, however to the present date these weapons are still very rare.

Special Rules:
A sword-Pistol incorporates both a sword and a Duelling pistol, which gives it the ability to fire like a Duelling pistol, and parry like a sword in close combat.
In addition it has the following special rules:
Intricate: Whenever a sword-pistol succesfully parries roll a dice, on a one roll on the blackpowder misfire table, afterwards the sword-pistol can only be used as a normal sword for the rest of the battle (and also loses the balanced rule for the rest of the battle.)
Balanced: In the first round of close combat, the sword pistol receives +1 to hit for it's increased balance, and the increased danger of the pistol barrel!
Blasting Charge: The first hitting attack in the first round of each close combat from a sword pistol resolves in one attack at the users strength (like a sword), and one attack at strength 4, -2 to enemy armour saves (like a duelling pistol). After the first round of combat, the Sword-Pistol counts as a sword, but with the intricate rule.

Ans-Mod Brahm Tazoul
Alright. I've a winner.

Zontarion's Grappling Gun! What a friggin' RIOT that'll be with whole warbands equipped with them! YEEEHAWWWW!


Noteable mention to the Attack Squig (just too many questions came up in regards to Initiative for the 'Strike First'...but WAY COOL) and the Ballista (because I fear for my life if it's not mentioned ) and I really dug the "Green Greed" & "False Documents", weapons or not! I'm actually thinking of incorporating a lot of this stuff into the ezine, so if you guys mind me doing that, please let me know. This IS a public forum, but I want to give credit where credit is due, so if you're not interested, I'll leave your stuff alone.

Cheers & congrats to the winner!

Reply author: Ethlorien

Replied on: 03/09/2008 16:53:33
Message:
I'm working my way through these challenges one at a time... Enjoy!


'Waz it shoot wiff?' The Orc Boss asked, scratching his head.
Before him rested an old imperial cannon. The wheels had long since been broken off and the barrel itself was rusty. But it looked dangerous. And that was the key.
The other orc shrugged his massive shoulders. "Thems big balls, no? Y'know, dem ones dat go BOOM!' he finished, throwing his hands in the air.
The Orc Boss shook his head. "We ain't got no big balls!' he replied. This, of course, brought a round a snickering from the goblins behind him, each trying to get a better glimpse of the cannon.
The other orc scowled at the goblins and their laughter quickly died. 'True . . .' he mussed, a spark of what might have been intelligence in his eyes. 'But we gots dem. . .'


Goblin Cannon

Cost 100 +3d6gc
Rare 12, Available only to Orc Mobs.

Special Rules: Crew, Unique, One Shot, Goblin Ammo

Crew: A Goblin Cannon must be given a crew in order to function. This can be done with a single Orc, or two goblins. The chosen warriors must sit out the battle, as the cannon itself is manned from far away and is not actually placed on the board.

Unique: An Orc Mob may have only 1 Goblin Cannon.

One Shot: A Goblin Cannon may be fired only once per game.

Goblin Ammo: A Goblin Cannon fires Goblins. The controlling player may declare they are firing their Goblin Cannon at the start of any of their shooting phases. The player then rolls a die. On the roll of a 1, the cannon missfires and there is not effect. Even on a missfire, a Goblin Cannon cannot fire again that game. On any other roll, a player has successfully fired a load of goblins onto the table!

Upon a successful shot, the player then rolls a further d6. This is the number of goblins crammed into the cannon and that are now raining down upon the table. Roll 3d6 and a scatter die from the centre of the table for each goblin. This is where each goblin will land. As they have been fired from a cannon, this is not a comfortable landing. Each goblin landing upon the ground first suffers a single S6 hit. In the event a goblin lands on another model (friend or otherwise) they both suffer a single S5 hit (cushioning the blow, as it were). Any that survive may act as normal on the following turn

Goblin Ammo has the stats equal to a common Orb Mob goblin as well as being armed with a dagger.

Note: Goblin Ammo is ammunition, not henchmen. These goblins are controlled by the player, but will flee into the city after the battle is over. They are never counted towards warband numbers (for such things like rout tests, etc). Warriors do not gain experience for putting goblin ammo OOA.


Reply author: Beardling

Replied on: 06/09/2008 16:09:35
Message:
"a. make them available to all warbands"

They are, just like elf bows are. Only dwarfs can start out with them, but after that with the proper rare roll anyone can use them.

"b. raise the Pistol price to 40gc or so. Technically, they're practically two pistols (30gc), with Fine Powder (ignore Misfire on 4+, 10gc), hence the higher price. Maybe have the pistols lower starting price for Slayer Warbands."

How about this:

Starting dwarf warbands may buy them for 25gc each. After that, when searching for them they cost 40gc. This represents the ease of finding them in dwarf holds compared to the mean streets of Mordheim...or Saratosa for that matter.

Also, for these rules I'd say that they should replace the handgun and pistol in the dwarf starting roster. Why would dwarfs ever make such unreliable weapons?

"The way I see the rules, it'd be "May be fired and reloaded in the same turn. Having the skill 'Pistolier' or 'Hunter' will NOT allow a model to fire twice in one turn."

In that way, it'd almost be a Gun that comes with the 'Pistolier' skill, rather than stacking with it."

I'd agree with this. Having 4 pistol shots a turn would be kind of...bad.

So, without further ado, here is the updated rules:

Dwarf Handgun
(75gc, rare 12/ 45gc for starting dwarf warbands)
Dwarfs are the masters of gunpowder weapons, and their handguns are no exception. In the streets of Mordheim, they are prized posessions for those who can afford them...or even find them!

*As a normal handgun, except that they do not take 2 turns to reload and are at +1 to hit at short range. The skill 'hunter' confers no benefits when using a dwarf handgun (though it will still be in effect if the model has a normal handgun or a hochland longrifle)

Dwarf Pistol (40gc each, rare 12/ 25gc for starting dwarf warbands)
Dwarven pistols are different from the dueling pistols found in the Empire. The nobles of the Empire care only for hitting their targets at a distance and in the right place, the time it takes to reload means nothing in an honor duel. But for the dwarfs, practical considerations must come first.

* May be fired and reloaded in the same turn. Having the skill 'Pistolier' or 'Hunter' will NOT allow a model to fire twice in one turn.
"It happens that the probabilities of extermination are all on the wrong side." (Florence Finch Kelly)