Welcome to Librarium Online!
I've been tossing an idea around to use artillery in my AoS or in a VC army. I know standard VC can take Dogs of War and thus get a cannon that way. Just do some converting and use "Counts As" and you're done. But, for AoS it gets trickier as not sure if such a thing is legal (even if it is a Regiment of Renown the legality is unsure).
So, I was talking with a friend, KingUlrik, last night and he mentioned I should draw up house rules for the weapon. In our discussion I thought about making a Screaming Skull Catapult type cannon that shoots skulls/people's heads at the enemy. He thought I should turn it into a mortar and voila I loved the idea.
But, this means I need to draw up rules. I'm thinking I should refer to the SSC and Mortar rules to see how they work and then make them crappy. My thinking is that 1) Undead don't know how to use black powder weapons so they won't use it correctly and that = more likely to explode. Also, since it is shooting heads/skulls it won't be able to shoot as far or at the Strength 10 of a cannon but it can cause fear/terror. I'm not sure about points cost or anything and I haven't gotten much further than this.
Basically, my goal is for it to be a fear/terror causing black powder weapon for AoS/VC in friendly/house games. I didn't think beyond this.
So, what do you think? Also, I'd love suggestions/tips/hints/advice for its rules and what I should base them on. I don't own the Tomb Lords book so that puts me at a disadvantage although I may be able to muddle through with my Empire book, the rulebook, and well that's it (i.e. take a mortar from Empire book, and use rulebook to make it fear/terror causing).
Well, if you had it causing panic tests, it'd be nothing more than the skull catapult that TK's already have. Instead, it could force a leadership test and have only a chance of panicking the enemy. That'd make it different, and your opponents wouldn't be crying cheese.
With AoS, you legally can't have DoW with AoS, as Strewart mentioned over in the VC forum, but if you're making house rules anyways, that seems irrelevant.
Well, even if I end up with a black powder version of the SSC I'd be content. Although, I do want a fear/terror causing mortar. Just not sure what else to do with it.Originally Posted by DavidVC04
About the thingy that skeletons cant use black powder very good I just thought...if you roll a misfire couldnt you make it so...due to the unexperienzed black powder skeleton users or something, the machine would blow up on a 1-3 and just not shoot on a 4-6...or perhaps a re-roll if the machines fails to explode (ie, still the normal rolls for misfire : 1-2, 3-4, 5-6 and so on...)
Hope that could help
Moved to rules development.
Okay here's a brief outline of my thoughts.
aka "Melchett's cunningly remodified macro-deliver of superfluous and unexpected fright."
M WS BS S T W I A Ld
Mortar 0 0 0 0 7 3 0 0 0
Crew: 4 3 0 3 3 1 3 1 6
Unit Size: 1 Sylvanian Mortar & 3 Skeleton Crew
Crew's Weapons & Armor: Hand weapon.
The Sylvanian Mortar is modeled after its cousins used by the Empire. In fact, many were taken from battlefields by victorious Sylvanians and brought back to their homes. When Vlad von Carstein came to power he gathered up all the Sylvanian Mortars and used them to strike terror into the hearts of his enemy by firing skulls, body parts, and heads from the artillery pieces. Although the Sylvanian Mortar never caused physical damage it has caused many an enemy to flee the field of battle after being pelted by the eyes, legs, and hearts of their friends.
To fire the Sylvanian Mortar you need the large template (the 5" diameter one), the Scatter dice, and two Artillery dice.
First, pivot the Sylvanian Mortar so that it is pointing in the direction you wish it to fire. Please note that its crew must have line of sight to the intended target. Then, declare how far you wish to fire. This must be done without measuring and you must guess the range as accurately as possible. You must guess a distance of between 12" and 48".
After you make your guess, place the center of the large template directly over the location you guessed.
To see where your shell lands, please roll the Scatter dice and both Artillery dice.
If the Scatter dice rolls a HIT then the shell lands exactly where it was aimed.
If, however, the Scatter dice rolls an arrow the the shell scatters flies off in the direction indicated by the arrow.
If you roll a number on the two Artillery dice, add the numbers together, and this is the distance, in inches, the shell goes when scattering. Move the template that distance . If a HIT was rolled on the Scatter dice these numbers are ignored: a number then indicates the shot wasn't misfired.
If either Artillery dice rolls a MISFIRE, something has gone wrong and you must roll a D6 and consult the Misire chart below. A Misfire roll automatically cancels out the entire shot regardless of the Scatter dice result.
Sylvanian Mortar Misfire Chart
1-2 BOOM! Too much gunpowder was accidentally put inside the Sylvanian Mortar. The Sylvanian Mortar and its crew are destroyed.
3-5 The fuse disintegrates from being in a grave too long and the gun fails to fire. It takes a complete turn to replace the fuse and shell. This means the Sylvanian Mortar doesn't fire this and the next turn.
6 The shell explodes in mid air and the shot has no effect this turn.
When it comes time to work out damage, place the 5" template centered on the spot where the shell landed. All models whose bases are completely under the template are hit automatically. Models whose bases are only partially under the template are hit on a 4+. It is a matter of judgment and common sense to determine this.
Each model hit by the Sylvanian Mortar's shell takes a Strength 3 hit that causes 1 wound if it inflicts damage. Any single model directly under the template's center hole is always hit even if its base is not entirely covered. Note that if the central hole covers equal areas of two or more bases the players need to roll a dice to determine which model counts as under the hole. The model under the hole takes a Strength 6 hit causing D3 wounds.
If any models are wounded, do not remove them as casualties. Instead, the unit must take a Fear test at a -1 Leadership modifier. All normal rules for Fear apply. All normal rules for movement and loss of crew for a Mortar also apply (see page 13 of the Empire army book).
The normal misfire chart is
2-4 miss the next turn of firing
5-6 fire normally next turn
You're really screwing yourself by making your ratio 1/3 instead of 1/6 especially because you have a much better chance of mis-firing. I'd re-do the chart to the original, or keep the chart and ditch one of the dice. Being so unwieldy with 2 scatter dice is enough of a penalty to off-set the fear.
So, if I did something like dropping one of the scatter dice you'd feel I wouldn't be giving myself the short end of the stick. But, would it be fair enough for the opponents?Originally Posted by Errant Squire
I suppose, as long as you explained to your opponent that your artillary piece has a better chance to just explode than most artillary. 1/3 as opposed to 1/6, plus you have no re-roll option.
Last edited by Errant Squire; November 7th, 2005 at 16:31.
How is this giving its points away? At least, that's what you said before you edited the post according to my notification. I'm just curious because I want to make this fair for all. I know that as is undead artillery may be hard enough to swallow for even a friendly game so I don't want people, friends or otherwise, taking one look at the rules (if they even let it get that far) and saying "no."
But, at the same time I want it fair for me as much as it is fair for them.