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CHOICE OF WARRIORS
A Warband of Clan Skryre must include at least 3 models. You have 500 Warp tokens which you can use to recruit and equip your Warband. The maximum number of models is 20.
HEROES
Master-Engineer Your Warband must be lead by a Master-Engineer.
Engineers Your Warband may include up to four Engineers.
Stormvermins Your Warband may include up to two Stormvermins
HENCHMEN
Clanrats Your Warband may include any number of Clanrats.
Skavenslaves Your Warband may any number of Skavenslaves.
Carriers Your Warband may include no more Carriers than you have Engineers, including the Warlock-Engineer.
Giant Rats Your Warband may include any number of Giant Rats.
Rat Ogre Your Warband may include a single Rat Ogre.
HEROES
MASTER-ENGINEER......................65 Warp tokens
The fur of a Warlock is often white as he is a powerful individual and a born leader. They possess a heightened intellect and the diversity and ingenious of their weapons testify to that. The Warlock Engineers spend their days tinkering with arcane machinery powered by a combination of magic, Warpstone fuel and Warplightning.
Profile M WS BS S T W I A LD
Master-Engineer 5 3 4 3 3 1 5 1 7
Weapons and armour: The Warlock-Engineer may be armed with weapons and armour from the Engineer Equipment List, but may not wear armour as it interferes with his spell casting. He can also bring to battle one of the Engineers Inventions.
SPECIAL RULES
Leader: Leader: Any warrior within 6" of the Master-Engineer may use his Leadership characteristic when taking any Leadership tests.
Wizard: The Master-Engineer for game terms is treated as a level 1 Wizard.
Warplightning: Although Engineer is a Level 1 Wizard he cannot cast other spells than Warplightning. Warplightning has a difficulty 6+, 8+ or 10+. Nominate one model within 18’ of the caster. For the lowest difficulty level it affects only one model. Each next level allows the Warplightning to hit another model. When the first target is hit, choose the nearest model (friend or foe) within 4’ in the straight line which is also hit. Spell can affect maximum 3 models and cannot affect the same model twice. When there are no models in range the lightning just disappear and has no more effect. Each model affected by this spell takes D3 S3 hits. Also the Warplightning is rather produced by his equipment than Warlock-Engineer himself he can cast it even if he is wearing armour.
Starting experience: Warlock-Engineer starts with 20 experience.
0-4 ENGINEERS......................25 Warp tokens
Clan Skryre Engineers operate Clan Skryre weapons and warmachines. Engineers work very close with the Warlock Engineers in developing new weapons.
Profile M WS BS S T W I A LD
Engineer 5 3 3 3 3 1 4 1 5
Weapons and armour: The Engineers may be armed with weapons and armour from the Engineer Equipment List.
Starting experience: Engineer starts with 8 experience.
0-2 STORMVERMINS......................35 Warp tokens
Stormvermins are stronger and bigger than Clanrats. Stormvermins are much less in numbers than they smaller cousins but they make up for this with their strength and abilities. Engineers of Clan Skryre are sometimes protected by Stormvermins who are great leaders of Clanrats and Slaves hordes.
Profile M WS BS S T W I A LD
Engineer 5 4 3 3 3 1 5 1 6
Weapons and armour: The Stormvermins may be armed with weapons and armour from the Stormvermin Equipment List.
Starting experience: Stormvermin starts with 8 experience.
HENCHMEN (Bought in groups of 1-5)
Starting experience: Henchmen starts with 0 experience.
CLANRATS................25 Warp tokens to recruit
Every Skaven Clan counts numerous numbers of Clanrats who make up the skilled working force as well as warriors in times of need. In times of need they are given a weapon and a shield and expected to fight for their clan. Those that survive a few battles from a rough militia, of course serving as a warrior grant you the right to feed on the fallen enemies so starvation is somewhat further away.
Profile M WS BS S T W I A LD
Clanrat 5 3 3 3 3 1 4 1 5
Weapons and armour: The Clanrats may be armed with weapons and armour from the Clanrat Equipment List.
SKAVEN SLAVES...................10 Warp tokens to buy
One might think that Clan Skryres base is made up of their machineries, but as all clans they rely heavily on countless numbers of slaves. The machines can perform many tasks but are expensive and unreliable, the clan needs a steady stream of resources from their mines. Slaves die from exhaustion, suffocation or cave-ins working in the damp tunnels. In addition many slaves suffer an agonizing death being test subjects for new weapons or sent in to repair something inside a machine, that is still running! Few come out alive and many cogs and wheels display the colour of dried blood.
Profile M WS BS S T W I A LD
Skaven slave 5 2 2 3 3 1 4 1 4
Weapons and armour: The Skaven slaves may be armed with weapons and armour from the Clanrat Equipment List.
SPECIAL RULES
Expendable: Clanrat slaves are too numerous and no one pays attention to their lives. They don’t count when calculating the rout test – it is unimportant how many of them has died.
CARRIERS..............25 Warp tokens (Bought in groups of 1 model, number of groups may not exceed number of Engineers)
The Jezzails and Warp Fire Throwers are too cumbersome to be handled by a single Engineer so a Clanrat is employed to carry the fuel barrel or hold Jezzail rest as well as to defend the Engineer in battle.
Profile M WS BS S T W I A LD
Carrier 5 3 3 3 3 1 4 1 5
Weapons and armour: The Carrier may not be armed with additional weapons or armour.
SPECIAL RULES
Carriers: The Carriers are bought as groups of Henchmen consisting of a single model per group. You may not buy more Carriers than the Warband includes Engineers (including the leader). An Engineer equipped with a Jezzail or Warp Fire Thrower must join up with a Carrier and form a group.
GIANT RATS..............10 Warp tokens to buy
Clan Moulder breed and sell giant fierce rats, in battle they are used to overrun defenders and are followed by Clanrats who leap upon the remaining defenders.
Profile M WS BS S T W I A LD
Giant Rat 6 2 - 3 3 1 3 1 4
Weapons and armour: The Rats cannot use equipment or weapons.
SPECIAL RULES
Pack size: Giant Rats can be bought in groups as large as you wish.
Expendable: As the Clanrat slaves Giant Rats takes last place in the hierarchy and their lives doesn’t matter. They don’t count when calculating the rout test – it is unimportant how many of them has died.
0-1 RAT OGRE BODYGUARD......................215 Warp tokens to buy
The Warlock-Engineer has been very successful and has managed to afford a mighty Rat Ogre bodyguard for himself.
Profile M WS BS S T W I A LD
Rat Ogre 6 3 3 5 5 3 5 3 5
Weapons and armour: The Rat Ogre is armed with sizeable claws and cannot use weapons and armour, not that it needs them anyway.
SPECIAL RULES
Fear: The Rat Ogre is a huge and frightening monster which causes Fear.
Stupidity: A Rat Ogre is subject to Stupidity unless a Engineer is in base contact with it.
ENGINEERS EQUIPMENT LIST
Hand-to-hand combat weapons:
Dagger (1st free) 2 WT
Mace 3 WT
Hammer 3 WT
Axe 5 WT
Sword 5 WT
Halberd 10 WT
Flail 15 WT
Missile weapons:
Warplock Pistol 30 WT(60 for a brace)
Hand gun 35 WT
Blunderbuss 35 WT
Engineers Weapons:
(A model may only carry a single Engineer weapon and the numbers indicate the number of weapons that can be included in the Warband)
0+ Poison Wind Globes 30 WT
0-1 Warpfire Thrower 40 WT
0-2 Jezzails 60 WT
Engineers Armour:
Helmet 10 WT
Light Armour 20 WT
Warpstone fueled suit 50 WT
ENGINEERS INVENTIONS
Engineers Inventions:
Warp Blades 30 WT
Warp Energy Condenser 30 WT
Warp Power Accumulator 20 WT
STORMVERMIN EQUIPMENT LIST
Hand-to-hand combat weapons:
Dagger (1st free) 2 WT
Mace 3 WT
Hammer 3 WT
Club 3 WT
Axe 5 WT
Sword 5 WT
Spear 10 WT
Double- handed weapon 15 WT
Missile weapons:
Pistol 15 WT (30 for a brace)
Sling 2 WT
Armour:
Shield 5 WT
Helmet 10 WT
Light Armour 20 WT
Heavy Armour 50 WT
CLANRAT EQUIPMENT LIST
Hand-to-hand combat weapons:
Dagger (1st free) 2 WT
Mace 3 WT
Hammer 3 WT
Club 3 WT
Axe 5 WT
Sword 5 WT
Spear 10 WT
Missile weapons:
Sling 2 WT
Armour:
Shield 5 WT
Helmet 10 WT
Light Armour 20 WT
WEAPONS OF CLAN SKRYRE
Clan Skryre have developed a number of frightening and effective weapons. Although many of them are fickle and indiscriminating the carnage and destruction they cause is impressive.
CARRIERS
The Jezzail and Warp Fire Thrower are too cumbersome to be handled by a single Engineer so a Clanrat is employed to carry the fuel barrel or hold Jezzail rest.
SPECIAL RULES
Carriers: The Carriers are bought as groups of Henchmen consisting of a single model per group. You may not buy more Carriers than the Warband includes Engineers (including the leader). An Engineer equipped with a Jezzail or Warp Fire Thrower must join up with a Carrier and form a group.
JEZZAIL
A Warplock Jezzail is a longrifle that fire bullets made of Warpstone and lead fused together. They can punch through amour easier than a human handgun and the range and strength of it is even greater.
Jezzail
Range Strength Dam Save
36" 5 1 -3
SPECIAL RULES
Shooting: The Jezzail takes a complete turn to reload, in addition the Jezzail is a cumbersome weapon that may not be moved and fired in the same turn.
Jezzail rest: If the Jezzail is fired without the Carrier providing the rest the shot is at -1 to hit, however the Engineer may use a window, fence, wall or other rest instead. The Carrier must be in base contact and in front of the Engineer to be able to provide the rest.
WARPLOCK PISTOL
Many Warlocks carry the compact Warplock Pistol for their personal protection. Its punch is as great as the Jezzail but the range and strength is that of a pistol.
Range Strength Dam Save
10" 5 1 -3
SPECIAL RULES
Shooting: The Warplock Pistol takes a full turn to reload so you may only fire it every other turn, if you have a brace of pistols you may fire every turn. All rules that apply to a normal pistol applies to the Warplock Pistol as well.
WARP-FIRE THROWER
The Warpfire Thrower is a device that projects a flaming corrosive mixture, using Warpstone in conjunction with other chemicals and magic creates this volatile mixture. It is crewed by an Engineers that fires the weapon and a Clanrat to carry and pump the barrel of Warpfuel. This much-feared weapon is extremely deadly to both its foes and crew!
Range Strength Dam Save
Large Template 3 1 -1
SPECIAL RULES
Movement: The fuel barrel is heavy and cumbersome so the weapon cannot be moved and fired in the same turn. Further the movement is restricted to moving only, no running or charging.
Unstable fuel: The fuel is highly unstable and the barrel is moved too fast or over bumpy terrain there is a great chanse that the fuel will ignite. The fuel barrel will explode on the D6 roll of 4+ if it is moved 9" or more in one turn or moved over difficult terrain. If the fuel explodes place the small template with the center on wearer – each model under it takes a S3 hit treated as shooting flaming attack.
Shooting: To fire the Warp Fire Thrower place the large teardrop template with the small end in base contact with the Engineer and the round end in the direction you wish to fire. Each model completely covered by the template is hit and models that are touching the template are hit on 4+. Each model hit takes a S3 hit with -1 armour save and may be set on fire. Once fired it takes a complete turn to build up the pressure for another shot.
Hand-to-hand combat: The crew of the Warp Fire Thrower are encumbered and fights with a penalty of -1 to WS. If a critical hit is scored on the Skaven carrying the fuel barrel the fuel barrel explodes on a D6 roll of 4+, just as if the barrel was moved 9" or more in one move.
POISON WIND GLOBES
The Poison Wind is one of Clan Skryre's most infamous weapons, it is a poisonous gas created from Warpstone. It is normally sealed in a glass or crystal sphere and when the globe is shattered a noxious cloud of yellowish-green vapour billows out to fill the area around it with a deadly, choking gas. The Globadiers wear protective breathing devices but unprotected victims are not so lucky as the gas blisters the lungs and throat of anything that breathes it.
SPECIAL RULES
Shooting: A globe may be thrown up to a distance of 2+(Sx2)", but it will automatically deviate D3" in a random direction. If the scatter dice comes up a hit then the globe did in fact hit the mark and doesn't deviate, note that you don't roll to hit as normal.
Damage: Place the small template where the globe hit and each model touched by the template must roll equal to or under T or take a wound at +2 on the injury table or D6+3 if using the alternative combat system. Engineers only take a wound if they roll a 6 as they wear protective breathing masks.
WARPSTONE FUELED SUIT
The Warpstone fueled suit is latest discovery of Clan Skryre. It provides protection for the wearer and also gives him chance to bring deadly Chaingun into battle. But it is as dangerous to foes as to wearer. Only the bravest or most stupid from the Engineers decide to wear this suit in battle.
Warpstone fueled suit confers the wearer 5+ armour save.
SPECIAL RULES
Vulnerable to blasts: Warpstone fuel as a highly flammable substance I very vulnerable to fire or bullets fired from blackpowdered weapons which can strike the spark and blew up fuel tank. When the model wearing warpstone powered fuel is hit by such weapon roll a D6. On a roll of 4 or higher the tank is destroyed and model cannot move or shoot with the Chaingun, but can still fight in close combat. Also place the small template with the center on wearer – each model under it takes a S3 hit treated as shooting flaming attack.
If the fuel was destroyed and you want to bring wearer into next battle you must pay 10WT to repair it or warpstone fueled suit will be lost. Suit cannot be repaired later than after the battle in which it was destroyed.
Warpstone Engine: To operate well the suit needs powerful engine. But (as other weapons and inventions of Clan Skryre) it sometimes doesn’t work properly. At the start of movement phase roll an Altillery Dice for each model wearing warpstone powered suit. Result on the dice is the maximum distance the model can move (maximum distance when charging or marching, to the normal move halve the result). When the Missfire is rolled this is sign that something go wrong. Roll the Scatter Dice and D6 – model makes a move in random direction. When the Hit is rolled model stands in place and is unable to make any move in this turn. Even if the suit suffers malfunction the wearer is able to fire the Chaingun.
CHAINGUN
Chaingun is a multiple barreled weapon driven by Warpfuel. This rapid-fire weapon can shoot great amount of ammunition but it is very inaccurate. Once launched it bursts until the cartridge is empty. When the model want to fire the Chaingun roll a D6 – on a roll of 1 it jams and no shots are fired. On a roll of 2 to 6 place the flame template in front of the wearer – all models that are touched by template are automatically hit. Models fully under the template are hit with S3 and those which are partially under it with S2. Roll to wound as normal.
SPECIAL RULES
Armour piercing: Due to high speed of bullets and their rending abilities Chaingun confers to armour piercing.
INVENTIONS OF CLAN SKRYRE
WARP BLADES
These arcane tools bonded with arms of the Engineers allows them to boost power of the Warplightning. Warplightning spell cast by Warlock-Engineer armed with the Warp Blades are resolved with S4 rather than normal S3. Warp Blades can be also used in other way – they provide such strength to one arm that Engineer can cast the Warplightning with basic strength using one hand and operate another missile weapon with his second hand. If he decide to use it in this way he is free to choose another closest target to shoot at.
WARP ENERGY CONDENSER
This item is used co concentrate power of the lightning. Warlock-Engineer equipped with condenser can affect one more model than difficulty level of Warplightning allows.
WARP POWER ACCUMULATOR
This item decreases difficulty level of Warplightning by 1.
SKILLS
Skill Combat Shooting Academic Strength Speed Engineery
Master-Engineer - + + - + +
Engineer - + - - + +
Stormvermin + - - + + -
Engineery skills:
Technomancer – Only the most crazed of the engineers decide to equip themselves with more engineering inventions that they should. The energy flowing through their bodies is so strong that they never can change their implements – they are simply too strong connected with them. Master-Engineer which takes that skill is allowed to bring to battle one more engineering invention than allowed. Engineer taking this skill must buy Warp blades. When he do so he will be able to cast Warplightning as the Master-Engineer with all consequences of that, but he will not be granted with bonuses of blades – he can’t use other weapon and the blades won’t modify strength of spell.
Sharp shooter – Engineers (and Master-Engineers, of course) sometimes are masters of firing Jezzails and Warplock pistols. Model with this skill can choose any one model for target and doesn’t suffer from the range penalty when shooting with Jezzail.
KABOOOM! – Engineers loves to detonate everything that stands on their way. They bring into battle enough explosives to blew up a small piece of wall. At the start of the movement phase Engineer with this skill can decide to set up explosives onto the wall. Place he small template in place where the explosives was set. Move Engineer that he won’t touch the template as he knew that he must move for the safe distance. Then mark place when the explosives was detonate – from now there will be man-sized hole in the wall which can be passed by all models up to human size. Engineer can’t detonate his explosives if there are any models in range of explosion when he decided to do it. One exception is another Engineer with this skill – he know that he must run when the explosives are set. Move him as the Engineer who set up explosives.
Handy-Man – Engineer with this skill is very talented in fast repairs. He can do them even in the battle. When he is armed with Warp fueled suit he can reroll the Artillery dice when determining how suit works but must accept the second result even if it worse. If he doesn’t choose to reroll the Artillery dice he can reroll the dice when his Chaingun jams. In addition to that between battles he is able to make repairs of all items which needs engineering skills (eg. blackpowdered weapons). If model with this skill isn’t taken out of action it can repair one item chosen by player.
Bio-engineery – Some engineers try to use technology to increase their physical abilities. There are three operations that engineer can choose – operation of eye (he adds +6’ when determining if he see hidden enemies), legs (he adds +1’ to his movement) or arms (he is able to operate Jezzail and Warpfire thrower by himself but he is so slow that he suffers –1’ to movement). When engineer who was badly hurt in such body parts in previous battles and decides to take operation regenerates his lost limb or sight due to high degree of replacing his vital parts with mechanical implants. Each engineer can only choose this skill once – the operations are so dangerous that everyone who survives it will never decide to have another.
No i na samym początku coś ode mnie - dodałem zasadę Expendable, bo wydaje mi się, że osłabia znacznie modele, które ją mają (przez to wreszcie cena 10 WT za Slavesa zdaje mi się odpowiednia...


PS: Przypomnę tylko, że to projekt z netu obrobiony i zmodyfikowany przeze mnie. Dlatego całość jest po angielsku (no a przynajmniej miała być, mój język doskonały nie jest...
