|
Definitions
Fire Rate, Absorption, Damage, and C.E.R. are
familiar Battlestorm terms. Crew is the number and type of
creatures needed to operate the Engine. (Machines may only be crewed
by specially trained troops.) Keep in mind all inanimate objects
have an Evasion of zero. Range is fairly self explanatory, with
short, medium and long ranges, expressed in inches. If a player
chooses to shoot an Engine beyond its long range, add 2 to C.E.R.
for each extra inch. In addition, any deviations are doubled beyond
long range. Misfire is the base chance on the C.E.R. roll that an
engine has misfired.
An army may not spend more than 25% of its total
Combat Value on engines of war.
Crew, Movement and Fire
Rate
An engine may be manhandled by its normal crew complement at their
normal Footspeed. For each crew member less than its full complement
the Footspeed is halved. Engines of war never sprint. Engines can
only be moved over normal ground (including hills, slopes, roads,
bridges and fords), unless carried by a creature (or several creatures)
who passes a d20+d30 STR check. (If there are multiple creatures,
add their STRs.) The crew may defend the machine if attacked.
The crew are immune to courage tests.
If a machines crew falls below its normal
complement then its operating efficiency is reduced. For each crew
member that is lost increase the reload time by one turn.
Resolving Shots
Direct Fire Resolution
With a direct fire weapon, the trajectory is a straight line from
the machine to the target. Roll attacks normally, adding the engines
C.E.R. and the targets Evasion. In addition, roll a d12 deviation
die. If the d30 roll indicates a hit, resolve damage. However, if
the d30 indicates a miss the point of impact is shifted the distance
and direction indicated by the deviation die, as modified by the
range. Direct Fire always hits the first model (wall, hill, character,
etc.) in the trajectory.
Indirect Fire Resolution
Indirect fire arches over obstacles to its target. For indirect
fire, the attacking player places a damage template to indicate
where he is targeting. The attacking player must roll higher than
the machines C.E.R., adjusted for range, cover or special
situations. Note however that the Evasion of models under the template
are not added to the C.E.R. roll. Roll a d30 and a d12 to determine
hits and deviations. The defender may save from damage with normal
area of effect weapon Dexterity checks.
Template Resolution
Machines like the dwarf flame-thrower are resolved using the area
of effect rules for dragon breath and other weapons already detailed
in the Battlestorm rulebook. Roll a d30 to check for a misfire,
place the template at the mouth of the weapon and resolve damage.
Misfire table:
- 1-4 The machine has flown apart. All models within d6"
of the machine are hit by a 3d8 damage blow. The machine is unusable;
surviving crew may join another machine.
- 5-8 The machine has been damaged: it loses 6" of range,
1 die of Absorption, is +1 to Misfire and loses a crew member
*
- 9-10 The machine has been damaged; it loses 6" of range.
*
- 11-12 The machine has been damaged: loses 1 die of Absorption.
*
- 13-15 The machine has been damaged: +2 to Misfire.*
- 16-18 The machine has been damaged. Add 5 to C.E.R.*
- 19-21 Two crewmembers got caught in the works. The Crew members
are dead.
- 22-24 A crew member got caught in the works. The Crew member
is dead.
- 25-27 The machine must be re-cocked to fire. Delay two turns
before firing.
- 28-30 The machine has only minor damage. Delay a turn before
firing.
* Effects are cumulative.
Dos Boomenburstenmachine "Hare Postmeister"
185 points
The Boomenburstenmachine is a finely crafted
dwarven bombard. Unlike his human counterpart, Hare Postmeister
delivers Istlurs regards and sentiments promptly and efficiently,
especially on holidays and weekends! The packages delivered
by Hare Postmeister bounce and roll cutting a terrible swath of
scorching misery through enemy ranks. The heavy ball causes 4d8
damage in an area one half inch wide and d6" long.
Note that the dwarven player may target either
a specific model or a location on the gaming table. If a model is
targeted, allow Evasion, but no dodge. In all other circumstances
allow defenders a save using the normal area of effect rules.
| Boomenbursten- machine |
Fire Rate
|
Crew
|
Absorption
|
Range |
C.E.R.
|
|
Direct Fire
|
1
|
3 Dwarves*
|
3d10
|
S (14) |
5
|
| Projectile: |
Damage
|
Range
|
Misfire
|
M (28) |
8
|
| Explosive shot |
4d8, d6" x .5" swathe
|
6-42
|
2
|
L (42) |
11
|
* Stats as dwarven engineers. All artillery
crews of the Mokk are highly trained, and employ their Engines with
the highest regard to protocol. They will therefore never fire their
Engines if they are out of command.
Dos Stahlesdrachefeuermachine "Belching Burta"
100 points
The Stahlesdrachefeuermachine is the Mokks
Secret Weapon Programs answer to the High Commands demands
to create a synthetic dragon. This machine, while somewhat unstable,
is nevertheless capable of belching a blast of flaming pitch every
other turn. The area of effect is the same as a red dragons
breath weapon. The crew may attempt to increase the pressure and
heat of the flaming pitch, increasing the damage caused by the machine.
For each d4 the crew adds to damage, add 1 to the chance of misfire.
| Stahlesdrache-feuermachine |
Fire Rate
|
Crew
|
Absorption
|
|
Template
|
1/2
|
3 Dwarves*
|
3d10
|
| Projectile: |
Damage
|
Range
|
Misfire
|
| Flaming pitch |
2d4 +*
|
Cone
|
4 + *
|
* Stats as dwarven engineers.
This weapon may be pushed down a grade with reckless
abandon. (The crew leaps on before the machine gets too much momentum.)
For each 1" of travel downhill, the machine will move 2d6".
The dwarf player must declare attacks against potential targets,
unless the targets have already activated. Anyone caught in the
path of the rolling machine must roll 2d20 under DEX (d20 for partial)
or be run-over. (3d8 of damage.) On each following turn the machine
rolls half the number of dice from the previous turn. If the machine
leaves the table it is out of the game. Each d6" of movement
increases the misfire chance by 1. The machine must check for misfire
even if it is not firing. If it ever explodes it does 4d8 of damage
in a d8" radius.
Dos Steingeshutzmachine "The Wooden Troll"
125 points
The Steingeshutzmachine is a sturdily built catapult
with a normal crew of three highly trained dwarves.
| Steingeshutz-machine |
Fire Rate
|
Crew
|
Absorption
|
Range |
C.E.R.
|
|
Indirect Fire
|
1/2
|
3 Dwarves*
|
3d10
|
S (14) |
15
|
| Projectile |
Damage
|
Range
|
Misfire
|
M (28) |
18
|
| Large Rock |
4d8,1.5" radius
|
6-42"
|
3
|
L (42) |
21
|
* Stats as dwarven engineers.
The Troll Throwing Tree 35 points
The Troll Throwing Tree is hastily modified young
sapling with a normal crew of one troll. The tree is bent and then
released like a catapult. The range and accuracy is obviously not
as good as more sophisticated devices, but the Troll can maintain
a high rate of fire. A troll throwing tree cannot be moved, however
the troll can move to any tree on the game table and fashion a new
throwing tree in d3 turns. The troll at the tree also has the option
of simply throwing his rocks.
| Troll Throwing Tree |
Fire Rate
|
Crew
|
Absorption
|
Range |
C.E.R.
|
|
Indirect Fire
|
1
|
1 Troll*
|
2d10
|
S (10) |
20
|
| Projectile: |
Damage
|
Range
|
Misfire
|
M (20) |
22
|
| Large Rock |
4d8, 1" radius
|
6-30"
|
3
|
L (30) |
25
|
*Stats as a Youngblood.
The Ogre Log Hurler (02-165) 85 points
The Ogre Log Hurler is a solidly built ballista
on a carriage with a normal crew of two ogres. Ogres prefer to use
heavy almost blunt logs instead of bolts as these cause more damage
on impact. As Ogres arent the best craftsmen, these bolts
dont fly as far or as accurately as other ballistas. The Hurler
can also be used to fire large rocks, which are more accurate than
the logs.
The projectile shot from the hurler continues
in a straight line until something stops it, or it reaches
the impact point. The next target in the projectiles trajectory
takes any remaining damage that is not absorbed by the first target.
(Buildings, walls, hills, etc. will automatically stop the projectile.)
Any "incidental" targets may save against the damage by
rolling d30 under their DEX. The maximum number of inches the projectile
may "blow through" is equal to the number rolled on the
deviation die.
| Ogre Log Hurler |
Fire Rate
|
Crew
|
Absorption
|
Range |
C.E.R.
|
|
Direct Fire
|
1
|
2 Ogres*
|
2d10
|
S (12/13) |
4
|
| Projectile: |
Damage
|
Range
|
Misfire
|
M (24/26) |
6
|
| Bolt |
4d8 +2
|
1-36"
|
3
|
L (36/39) |
9
|
| Rock |
4d8, 1" radius
|
1-39"
|
|
*Stats as Ogre Warriors with Two Handed Sword
(Ogre Crews take especial pride in these!)
The Dread Ballista 90 points
The Dread Ballista is a medium ballista on a carriage
with a normal crew of three skeletons. Unlike a standard ballista
its bolts are imbued with the cold of the grave. Any common creature
that is slain by a bolt from the Dread Ballista becomes a zombie
on the following turn and may be activated as another undead unit.
In the basic rules, a creature or character that has Fate may be
killed but not raised by the Dread Ballista.
|
Dread Ballista
|
Fire Rate
|
Crew
|
Absorption
|
Range |
C.E.R.
|
|
Direct Fire
|
1/2
|
3 Skeletons*
|
3d10
|
S (14) |
3
|
| Projectile: |
Damage
|
Range
|
Misfire
|
M (28) |
5
|
| Dread Bolt |
4d8 +2
|
1-42"
|
3
|
L (42) |
8
|
*Stats as Living Dead skeletons with sword.
Copyright the Ral Partha Publishing Team: Richard
Hale, Bob Lippman and Will Nesbitt, 1998
|