Welcome to Librarium Online!
A little something that I've been writing up recently for fantasy, and decided I might as well put up what I have so far...
Who are the Gnommarkin?
As any general who has had to fight goblins and their relatives on a regular basis will tell you, the diminutive greenskins love tinkering with - and building - bizarre inventions that often break down at the first opportunity. Examples of this litter the mind's eye - Gnoblar Scraplaunchers, Doom Divers, and even the more conventional Spear Chukkas and Rock Lobbas manage to be distinctly unpredictable.
Gnommarkin are no exception. A rare subterranean breed of goblin, they have taken the art of tinkering to the extreme. The main difference between their inventions and those of their cousins is that Gnommarkin devices often work with lethal effectiveness. In short, they're good at it.
As their abilities have advanced, both of their own accord and from trading with Skaven, Dwarfs, and even Chaos, Gnommarkin armies have ventured further and further away from anything that can be found anywhere in the known world. From the basic Rattler troops to the terrifying Rampagers, every aspect of their war machine has been mechanised in some way; most of their warriors are little more than intelligent arrays of cogs and metal sheets, with the Gnommarkin themselves relegated to the duty of making sure that their creations do not go too far off course.
Most of the rules will be explained in the appropriate unit section, but a few universal ones will be described here. Universal rules are in bold in the unit entries.
Construct unit: the unit is made up of semi intelligent mechanical devices that, while effective killing machines, are prone to going wrong if they don' t have a guiding claw. Construct units are subject to Stupidity and are Stubborn, and ignore the penalty for moving and shooting (their systems are designed to keep them steady for such purposes). Construct units may take special guiding 'kin' to ensure that they do what is wanted of them. While at least one kin is still alive in the unit, the unit has the leadership in brackets; otherwise they revert to their normal leadership. Unlike unit champions etc. kin may be placed where you wish within the unit, and are not subject to challenges.
Armour plating: constructs have metal skins that act as effective armour. The exact value of their save is stated in the unit entry. Note that this is not a scaly skin save, and contributes to such things as quicksand and the spell Rule of Burning Iron.
Rattlegun S4 AP 18"
Two schools of debate exist over how these weapons gained their name. The first, more mundane is that they were devised for the Rattler foot troops. The other, more interesting is that a visiting dwarf trader commented on seeing them for the first time, "Those will rattle themselves to pieces in no time!" Possessing a twisted sense of humour, the Gnommarkin promptly saw to it that the name stuck. Essentially a repeating handgun, it lacks the range of comparable human or dwarf weapons, but the mechanisation incorporated into the guns means that it is entirely possible to reload and fire them on the move. Even more so for a construct.
Lords and Heroes
Nothing written yet for these guys, but split into the Warlords and the Ingeniours. The latter are magicians... of a sort. Their spells are either from the Lore of Metal, or their own spell list that is more like a set of on-the-spot tinkering devices to improve their troops in some way. Suggestions welcome...
Unit size: 5-20 Rattlers (15 pts each). You may include 1 Rattlekin (5 pts each) for every 5 Rattlers.
Weapons and equipment: Rattlers have a Rattlegun and Morningstar. Rattlekin have heavy armour, shield, and hand weapon.
Rattlers are the basic troops of the Gnommarkin construct armies. Reminiscent of a knight in full armour, Rattlers are somewhat clumsy in their actions; a fact made up for by the powerful rattlegun mounted on one arm, and the morningstar on the other.
- Construct unit
- Armour plating: 5+ save
Unit size: 4-12 Scuttlers (20 pts each). You may mount a Scuttlekin (5 pts each) on a Scuttler for every 6 Scuttlers in the unit.
Weapons and equipment: Scuttlers use their fangs and claws. Scuttlekin have heavy armour, shield, and hand weapon.
Mechanical beetles with venomous fangs, sharp claws, and quick reflexes compared to their stronger Rattler cousins, Scuttlers are every commander's nightmare. Extremely agile and able to outflank the enemy very effectively. Their Scuttlekin minders cling onto small metal handles on the beetles' carapaces, hacking ineffectively at anything that gets near while their mounts rip through the enemy at a terrifying rate.
- Construct unit
- Armour plating: 5+ save
- Light cavalry
- Poison: Scuttlers' fangs inject a nasty venom. Scuttler attacks are poisoned.
- Somewhat superfluous:Although the Scuttlekin themselves would probably disagree, they are un-needed to keep their Scuttler mounts fighting. Although Scuttlers only have one wound, Scuttlers and Scuttlekin count as seperate models that may be targeted seperately in combat, and the rider is hit on a 5+ when being shot at.
0-1 Scrap Piles
Unit size: 1 Activator (20 pts), 1-5 Scrap Piles (? pts, not sure)
Weapons and equipment: Activators have a set of claws and their 'activating' abilities. Scrap Piles simply batter the enemy to death.
Scrap Piles, like many highly effective Gnommarkin inventions, were a complete accident. A now forgotten Ingeniour was toying with the latest trick obtained from the Chaos Dwarfs when the device's telekinetic abilities materialised themselves on the pile of waste debris, causing it to attack the unfortunate Gnommarkin. He was inanely pleased with the discovery, and set to work on creating a device that would make use of the waste and unwanted components that were generated by any project. The result is, save perhaps the Gnoblar trick of throwing hedgehogs, the most bizarre weapon in the known world; one Imperial spearman lucky enough to survive a Scrap Pile attack remembered being battered by cogwheels, broken tools, discombobulated Rattler components, and the occasional greasy spoon. Even Gnommarkin get peckish while building things...
- Flammable: Scrap Piles are flammable
- Activation abilities: the Scrap Piles are animated by the telekinetic abilities of their Activator. Activators have a 4+ Ward save, but if it is used a Scrap Pile loses a wound as some of the debris is thrust in the way of the attack. If the Activator is lost, the Scrap Piles become subject to Frenzy as the dying construct thrusts its charges at its killers. The Scrap Piles lost D6 wounds per turn per base that cannot be saved or regenerated in any way.
Unit size: 3-12 Stompers (80 pts apiece). You may include one Stomperkin rider (5 pts apiece) for every 4 Stompers.
Weapons and equipment: Stompers have a nasty array of spikes, switchblades, and their clawed feet. Stomperkin have heavy armour, shield, and hand weapon.
Stompers are Rattlers' big brothers. Standing ten foot tall and striding across the battlefield with devastating speed, Stompers destroy all in their path with their typically random sets of weapons, and often just stomp on enemy soldiers with their massive feet; such a tactic earned them their name after one battle against a dwarf army where an entire column of warriors were crushed under the feet of a swarm of Stompers.
- Construct unit
- Armour plating: 4+ save
- Fear causing
- Killing blow: Stompers use razor sharp blades that flick through 180 degrees faster than blinking, which are more than capable of beheading an unwary soldier.
Unit size: 1-6 Steelwings (riders included in profile, 45 pts/model)
Weapons and equipment: Steelwing riders use assorted grenades and the Steelwing itself.
"What are these metallic fiends that swoop from the sky? Who knows what devilry those damnable goblins have created this time..." Last words of General Malkaus upon seeing Steelwings for the first time. Steelwings, like Scrap Piles, were invented almost by accident. A particularly explosive-fond Gnommarkin discovered that if you left a hole in the side of a lightweight bomb, instead of blowing things up, it flew across the room very quickly. Much tinkering and experimentation followed, and the Steelwing was created. Essentially an aerodynamic sheet of metal with a rocket strapped onto the underside, Steelwings fly across the battlefield at unsafe velocities, much to the amusement of the Gnommarkin riders who guide their killing machines. The razored front edge is more than capable of beheading an entire unit of unwary men, and inflicting severe damage on those who see the things coming. The moment the riders feel that they've outstayed their welcome, the rockets fire up, discouraging any pursuit as hot gases explode from the back. Between their razors and the traditional grenade weaponry, Steelwings are any general's nightmare.
- Jet Flyer: Steelwings use the Flyer rules, with the following modifications due to their unique characteristics.
- Steelwings must move at least 10" a turn, or declare that they are grounding the craft. If they do so, they must use the movement on their profile ie. they cannot move more than 2" a turn, and may not march or charge. To be able to use their flying movement again, they must roll a 4+ to represent the unpredictability of the rocket engines.
- Steelwings ignore the usual rules for not ending their turn in forests - they are constantly flying unless grounded. However, if they are forced to ground for any reason in forest terrain, each Steelwing takes an automatic hit on a 3+ that ignores armour saves.
- While flying, Steelwings may only be charged by other flyers and any shooting at them takes an additional -2 to hit. If they are charged, it is assumed that their attackers force the Steelwings to ground.
- While grounded, Steelwings may be charged by any unit.
- If the Steelwings lose a round of combat and fail their break test, a 4+ is required for them to flee as the Gnommarkin riders try to activate the jets. If this is failed, the Steelwings are automatically lost as though they had been overtaken. Note that the enemy unit still pursues as normal.
- Hit and run: at the end of any round of combat, regardless of victor, the Steelwings may choose to withdraw. Roll a D6 - on a roll of 4+, the Steelwings' engines activate and you may move them 3D6" in any direction. The enemy may not pursue.
- Razored edge: the front edges of the Steelwings are razor sharp, easily capable of ripping a man open. There are three ways that this affects gameplay:
- When charging, Steelwings cause D6 S4 AP impact hits each. (Overpowered, do you think?)
- If the hit and run rule is used and the Steelwings nominate to flee directly through the enemy unit, they inflict 1 S4 AP hit each on the unit, distributed as shooting.
- Steelwings may make a swoop attack; if they move over an enemy unit while moving normally (not charging or fleeing!), they inflict 1 S4 AP hit each on the unit, distributed as shooting.
- Grenade throwing: The rules for grenades are below. The Gnommarkin player may choose to have the Steelwings throw their grenades at any point in the movement phase, but if he does so the Steelwings may not ground, charge, make a swoop attack, or turn. Steelwing riders have Fire Grenades as standard, but may purchase the following grenade types at the listed costs. All Steelwings must use the same grenade type in a round.
- Fire grenade (free) - S4 8" thrown weapon. It is a fire attack.
- Shredder grenade (3 pts/model) - S2 8". -3 to armour saves.
- Warpstone gas grenade (10 pts/ model) - 4+ to wound on any target.
- Steam grenade (8 pts/model) - treat as a stone thrower with S2 under the template and S4 AP under the centre. Roll a D6 instead of the artillery dice.
- Armour plating: 6+ save
My time just ran out. Three more units remain to write out of the ones that I've created; Blasters, Rampagers and Warsuit Warriors. Whaddaya think? Any advice welcome...
Wow, very detailed and nice rules!
You get REP!
I am Narcotick. Fear me.
LO Musicians clan.
Have neither time nor inclination to do another big post like the last one, so I'll just introduce the first rare unit. I'd really like some advice on this monstrosity, as it seems overpowered but I have no idea how to strip it down due to its fluff...
Unit size: 1 Rampager (400 pts) with 2 Gnommarkin crew.
Weapons and equipment: The crew have hand weapons. The Rampager has spinner-scythes (see below).
Easily the most devastating invention of the Gnommarkin, and possibly the most terrifying opponent in the known world, Rampagers are similar to Imperial Steam Tanks in that they are closed metal 'tins'. The similarity ends there. Hurtling across the battlefield powered by the same explosive drives as the Steelwings, the Rampager's worst attribute is the four weapons dubbed 'spinner-scythes' by Imperial troops; one on each side of the craft. Four long, curved blades extend from each at equal intervals. When a Rampager attacks, these spinner-scythes rotate at terrifying speed; the result is a machine that can reduce an entire company of spearmen to fine red paste in seconds, and can do horrific things to any opponent however large. There are unconfirmed reports of a lone Rampager killing no less than three Chaos War Mammoths singlehanded, the massive beasts' strength no match for the lethal effectiveness of Gnommarkin engineering.
- Armour plating: 3+ save
- Terror: a charging Rampager is a truly terrifying prospect. Rampagers cause Terror.
- Unit strength: a Rampager has a unit strength of 6.
- Spinner-scythes: the Rampager counts as a chariot, with the following changes to its rules due to the four curved rotor-like blades.
- A Rampager causes two additional impact hits, for a total of D6+2.
- When in combat, the Rampager makes D3 S5 attacks per enemy model in base contact. These hit automatically and have the killing blow rule. Due to the size and speed of the blades, against models immune to killing blow, a roll of 6 to wound will inflict D3 wounds instead of 1 if the saving throw is failed.
- Very few are brave (or suicidal) enough to venture too close to a Rampager in action. Rampagers can never be outnumbered in close combat.
- Clumsy: Rampagers may not reform or change their facing; they must turn as part of their movement.