Devil's Den Challenge #2: Exotic Weaponry
Topic author: Ans-Mod Brahm TazoulSubject: 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 ArmourDwarves 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: drewfulReplied on: 29/01/2008 18:51:10
Message:
Chained Attack Squig10 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: EthlorienReplied on: 29/01/2008 20:48:25
Message:
Wyrdstone HammerRarity 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: drewfulReplied 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: EthlorienReplied 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: MyLittlePwnyReplied on: 30/01/2008 09:19:42
Message:
My entry:
Ballista80 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: MyLittlePwnyReplied 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: ChadReplied 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: ChadReplied 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_wednesdayReplied on: 30/01/2008 11:32:58
Message:
Double Barrel PistolsIts 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: ZontarionReplied on: 30/01/2008 13:43:23
Message:
Grappling GunRarity 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!
Reply author: ChadReplied 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 “Crazyâ€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?