Kuumailmapallot + tykit. Omat säännöt
Kuumailmapallot + tykit. Omat säännöt
Kehittelin tässä tällaisia sääntöjä kuumailmapallotaisteluita (Pitkähkö sana) varten. Nopeisiin ja hauskoihin peleihin pyrin, joten kertokaa ihmeessä kaikki kritiikki, lisäysehdotukset, valitukset, kehut ja kommentit mitkä saatte irti revittyä. Mielellään, jos mitenkään mahdollista, harrastakaa playtestausta. Jos palloja lähdette modellaamaan, kannattaa pallon olla noin kantokorin/-viritelmän/-lankun kokoinen. Tavallisen pallon kantokori/-viritelmä/-lankku voisi olla sellainen 5x5cm, kun taas isommissa laivoissa 5x8cm ja 8x12cm ovat ihan hyviä mittoja. Zeppeliinin kantohuone olisi hyvä sellaisena 8x18 pätkänä. Pallon saa hyvin tehtyä täyttämällä pienen ilmapallon, latomalla päälle paperia(/paperimassaa) liisterillä pallon pinnalle, ja puhkaisemalla pallon kun paperi on kovettunut. Kori on helppo tehdä balsapuusta. Säännöt ovat (huonolla) englannin kielellä, joten pahoittelen jos tulee epäselvyyksiä. Voin selittää epäselvät kohdat suomeksi pyydettäessä. Niin, ja eri roduille sääntöjä jos keksitte, kiitän.
Balloons
Movement, visibility and wind
Balloons that move can move at full speed or less, but can only turn before moving. Balloons can also move sideways, but only at half speed. Balloons can also move on two different heights: Low and High. It takes half movement to change height. Balloons cannot see behind in an 90° area, so there must be a spotter aboard for the cannons to shoot behind. Each turn, after moving, roll the scatter dice. If the scatter rolls a 'hit', there is no wind this turn. If it rolls an arrow, wind is blowing the way the arrow points. Roll a d6. Move every balloon high in the air the amount the d6 rolled in inches the way the scatter is pointing. Every balloon flying in low air move only half that distance (rounding up). Any balloon blown off the table can come back next turn, if it is still manned.
Fighting, fleeing and boarding
If balloons hit each other due to movement or wind, they count as charging. The balloon charged must roll for colliding. Balloons that charge a balloon in a different height level automatically (without penalty in movement) move to the same level as the charged balloon. There are two charge reactions: Hold and Flee. Balloons that Hold launch their grappling hooks into the charging balloon and pull it closer. The balloons must stay in place, but are still affected by wind. Balloons that Flee drop everything that is not needed overboard and launch themselves 2d6 inches away from the charging balloon. They automatically rally after this move. If the fleeing balloon hits any other balloon or is hit by the charger, it counts as colliding. Charging balloons cause d6 impact hits. Empty balloons can only cause impact hits, and cannot board. If any side of the fight kill the whole enemy crew, charge or are charged by an empty ship, they can decide to board the empty balloon. They may transfer any number of models to the captured ship. You may board friendly ships (Even ones that aren't empty). If you board a friendly ship, you dont cause impact hits.
Colliding
Roll a d6 for every member of crew. On a roll of 1 they fall down and count as casualties for victory point purposes.
Crew
There is always a suggested amount of crew on every ship. There is also a list of duties on the ship and how many crew members it takes to do them. You can move the crew members around the ship, so that you dont always have to fill every duty on the ship. Of course, if you move firer to steering, the weapon cannot fire and so on. The number inside the brackets "(" and ")" is the number of crew members required to operate all the weapons of that type. For single weapons, divide the number with the amount of weapons of the same type on the ship. The numbers divided by the slash "/" are the different crew member amounts required for some weapons (Elven bolt throwers with single and multiple shots requiring different amounts of crew to work)
Weapons
Cannons have a maximum range of 38" at strength 6. They cause d3 wounds. When firing an cannon, guess the range to the target balloon. Add the roll of an artillery dice to the guess.
In case of a misfire, roll a d6 and consult this table:
1-2 Cannon explodes. Remove the firer as a casualty. Causes a strength 7 hit on the balloon (Cannot puncture it)
3-5 Cannot fire this turn.
6 Fires. The cannon's barrel is filled with too much gunpowder and fires with extreme power and recoil. It's strength is now 8 and it causes d6 wounds. Causes a strength 4 hit on the firer. It also blows the firing balloon 2d6 inches in the opposite direction of shooting. The balloon may crash into an balloon this way and count as colliding.
Always after shooting, move the firing balloon d6 inches in the opposite direction. If you hit an enemy balloon, randomize the hit location using this table:
1-4 The balloon itself is hit. If the strength of the attack is 5 or higher, the balloon is punctured.
5-6 The cannonball hits the carriage. If there are any crew members in the ship, one of them takes a hit. The enemy player can choose which one. If the crew member dies, the cannonball causes wounds to the ship. Wounds are also delivered to the ship if there is no-one aboard.
You can also choose to fire grapeshot, which has a range of 12" (Roll an artillery dice. This is the amount of hits made) on strength 3. If grapeshot misfires, count rolls of 5-6 on the misfire table as 3-4 instead.)
If there is an enemy balloon (even ones manned with friendly models) within 12" and visible for the cannons to shoot, make a leadership check. If failed, they automatically shoot at the target with grapeshot and cannot fire again this turn.
Continuous damage
Burning. Roll a d6 for each burning balloon in the end of a turn. On a roll of a 6, the crew has managed to put out the fire (Ships without crew or heroes cannot be put out. For example slaves or squigs cannot put out fires). On a roll of anything else, the ship suffers d3 wounds. Every turn, if there are balloons within 6" of a burning balloon, roll a d6. If a 1 is rolled, one of the nearby ships has caught fire, chosen by the owner of the burning balloon.
Punctures. Balloons that are punctured lose 1 wound in the end of every turn, except if otherwise stated. Close combat attacks cannot puncture, except if they get killing blow.
Leadership
Balloons damaged by any kind of hit must roll for leadership. If they fail the test, they must flee 2d6 away from the enemy. Roll to rally as normal. Use the highest Ld in the crew for this roll.
The army selection table:
Heroes:
< 1,000 pts/0-1
1,000-1,999 pts/0-2
For every 1,000 more/+1 to max
Core:
< 1,000 pts/1+
1,000-1,999 pts/3+
For every 1,000 more/+1 to min
Special:
< 1,000 pts/0-1
1,000-1,999 pts/0-2
For every 1,000 more/+1 to max
Rare:
< 1,000 pts/0
1,000-1,999 pts/0-1
For every 1,000 more/+1 to max
EMPIRE
Special Rules:
Engineers can fix punctures in a ship. Can repair only one per turn and may not do anything during that turn. Also once during a game, an engineer may spend his shooting phase to help a cannon fire. The cannon can fire two cannonballs, which do d3 wounds. If the double cannonballs puncture a balloon, they cause 2 wounds in the end of turns.
Gliders are simple triangles of leather or cloth, that use the currents of air to move. They are used to board ships from afar. You may elect to launch a glider in your movement phase. The glider moves at least half of its movement (Round up), and cannot stop. Gliders turn before movement, unlike balloons. If a glider hits an ship, it may board it. Roll a d6 on a roll of a 6, the driver boards the enemy ship (The glider causes d3 impact hits if youre boarding an enemy craft). If you roll a 1, the glider crashes and the people carried by it die. On any other roll, the glider misses, and flies past the ship. If an enemy captures a ship with a glider, he may use it if he wants to. Gliders don't count toward the max models aboard limit.
Heroes
Captain 0-5
Captain
Pts/50
M/4
WS/5
BS/5
S/4
T/4
W/2
I/5
A/3
Ld/8
Sv/4+
Unit size: 1
Equipment: The captain is armed with a hand weapon and a shield and wears heavy armour.
Options: The captain may be armed with a great weapon for a cost of 5 points or a handgun for 8 points.
Special: Can only join an Airship or a Battleship.
Core
Small Balloons 2+
Small Balloon
Pts/80
M/8
WS/-
BS/-
S/4
T/6
W/6
I/-
A/-
Ld/-
Sv/4+
Crew
Pts/10
M/4
WS/3
BS/3
S/3
T/3
W/1
I/3
A/1
Ld/7
Sv/6+
Engineer
Pts/26
M/4
WS/3
BS/4
S/3
T/3
W/1
I/3
A/1
Ld/8
Sv/6+
Unit size: 1 balloon, 1-3 crew, 0-1 engineers. Up to 5 models may be aboard at the same time.
Weapons: Small Balloons are armed with a cannon. The cannon cannot fire ahead.
Equipment: The crew is armed with a single hand weapon and light armour. The engineer is armed with a hand weapon and a handgun and light armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points. The engineer can be given heavy armour for 5 points.
Duties:Steering, cannon, spotting
Special: Follow all the rules for balloons.
Attack Glider
Glider
Pts/25
M/7
WS/-
BS/-
S/2
T/3
W/1
I/-
A/-
Ld/-
Sv/6+
Unit size: 1 Glider. Gliders may carry one model, but only ones with light armour.
Duties:Steering
Special: Follow all the wind rules and height levels. Move gliders double the distance the wind roll shows. Up to one can be issued to small balloons and two to airships. May turn only 90°
Special
Airships
Airship
Pts/160
M/7
WS/-
BS/-
S/5
T/7
W/7
I/-
A/-
Ld/-
Sv/4+
Crew
Pts/10
M/4
WS/3
BS/3
S/3
T/3
W/1
I/3
A/1
Ld/7
Sv/6+
Engineer
Pts/26
M/4
WS/3
BS/4
S/3
T/3
W/1
I/3
A/1
Ld/8
Sv/6+
Unit size: 1 Airship, 2-4 crew, 0-1 engineers. Up to 7 models may be aboard at the same time.
Weapons: Airships are armed with 2 cannons. Only one cannon can fire ahead and only one cannon can fire at the same side at a time.
Equipment: The crew is armed with a single hand weapon and light armour. The engineer is armed with a hand weapon and a handgun and light armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points. The engineer can be given heavy armour for +5 points.
Duties:Steering, cannons(2), spotting
Special: Follow all the rules for balloons. Can turn only 90°
Heavy Glider
Glider
Pts/65
M/6
WS/-
BS/-
S/3
T/4
W/1
I/-
A/-
Ld/-
Sv/6+
Unit size: 1 Glider. A heavy glider can carry one model with heavy armour OR up to two models with light armour.
Duties:Steering
Special: Follow all the wind rules and height levels. Move gliders double the distance when checking for wind. Up to one can be issued to airships, and up to two can be issued to battleships. May turn only 90°
Rare
Battleships
Battleship
Pts/300
M/7
WS/-
BS/-
S/5
T/7
W/8
I/-
A/-
Ld/-
Sv/3+
Crew
Pts/18
M/4
WS/4
BS/3
S/3
T/3
W/1
I/3
A/1
Ld/8
Sv/5+
Engineer
Pts/32
M/4
WS/4
BS/4
S/3
T/3
W/1
I/3
A/1
Ld/8
Sv/5+
Unit size: 1 Battleship, 2-6 crew, 1 engineer. Up to 10 models may be aboard at the same time.
Weapons: Battleships are armed with 4 cannons. Two cannons can fire ahead. Only two cannons can fire at the same side at a time.
Equipment: The crew is armed with a single hand weapon and heavy armour. The engineer is armed with a hand weapon, a handgun and heavy armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points. The Battleship can replace 2 cannons for a light mortar. The light mortar has a strenght of 5. Balloons punctured by a mortar get d3 wounds in the end phase of every turn instead of one.
Duties:Steering, cannons(4), spotting
Special: Follow all the rules for balloons. Can turn only 90°
Orcs
Special Rules: Animosity. As orcs are creatures of the land, they are a little scared when flying. The only way to get an orcs bravery up, is to let them fight. Orc ships have to roll for animosity, as long as there is at least two crew aboard. If the roll is failed, roll a d6 on this table:
1 "Orc overboard" One of the crew has been pushed down to his death. Remove one of them as a casualty
2-3 Fistfight. The crew fight eachother, and cannot do anything this turn. The ship moves 2d6 in a random direction decided by a scatter roll (If you roll a hit the ship changes height) as the orcs hit the rudder with each other.
4-5 "Oh no! Snotlings" A snotling suddenly pops out of nowhere and turns the rudder randomly and makes weird noises. The ship moves 2d6 straight ahead, but can still shoot even if there was only one member of crew aboard. After movement, the balloon turns around.
6 "Kill 'em, lads" The orc craft speeds 3d6 towards the nearest enemy ship. If it hits, it causes d6+3 impact hits, and it counts as charging.
Spikes n' stuff. Any ship can be covered in spikes, blades, squigs and anything that could damage a ship. It costs 15 points. If the ship charges an enemy, roll a d6 before impact hits. If you roll a 6, the enemy balloon is punctured.
"Do like da boss says" The boss of a balloon is everything for the orcs. If there is no boss aboard, the dumb orcs and goblins try to steer the balloon with not much skill. The balloon moves 2d6 in a random direction decided by the scatter dice. If you roll a hit, you may decide which way to go
Goblins are needed on ships for their nimble fingers, comparing to the orcs. A balloon that has been punctured, and there are goblins aboard, can be repaired if the goblins roll under their leadership on 2d6. Night goblins do not count.
Heroes
Orc chieftain 0-5
Chieftain
Pts/70
M/4
WS/5
BS/3
S/4
T/5
W/2
I/3
A/3
Ld/9
Sv/5+
Unit size: 1
Equipment: The chieftain is armed with two hand weapons. He wears heavy armour.
Options: The chieftain may be armed with a great weapon for a cost of 5 points.
Special: Can only join a stolen airship or a zeppelin.
Core
Orc Balloons 2+
Orc Balloon
Pts/60
M/7
WS/-
BS/-
S/4
T/6
W/6
I/-
A/-
Ld/-
Sv/5+
Goblin Crew
Pts/6
M/4
WS/3
BS/2
S/3
T/3
W/1
I/2
A/1
Ld/6
Sv/-
Orc Crew
Pts/12
M/4
WS/3
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/7
Sv/6+
Big Boss
Pts/24
M/4
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Unit size: 1 orc balloon, 1-2 crew, up to 2 goblins and a big boss. Up to 5 models may be aboard at the same time. Goblins count a half models.
Weapons: Orc Balloons are armed with a cannon.
Equipment: The crew is armed with a choppa and light armour. Goblins have spears (+1 strength when charging, no rank fighting) The big boss is armed with a hand weapon and light armour.
Options: Any amount of crew can be given bows for a cost of +4 points. The big boss can be given heavy armour for +5 points. The balloon can be given spikes n' stuff.
Duties:Steering, cannon, spotting
Special: Follow all the rules for balloons, Animosity, "Do like da boss says"
Goblin Balloons
Balloon
Pts/60
M/8
WS/-
BS/-
S/4
T/5
W/5
I/-
A/-
Ld/-
Sv/6+
Goblin Crew
Pts/7
M/4
WS/3
BS/2
S/3
T/3
W/1
I/2
A/1
Ld/6
Sv/-
Goblin Boss
Pts/18
M/4
WS/3
BS/3
S/3
T/3
W/1
I/3
A/1
Ld/7
Sv/6+
Unit size: 1-3 goblin balloons, 3-6 crew and a goblin boss. Up to 5 models may be aboard at the same time. Goblins count a half models.
Weapons: Goblin Balloons are armed with a ram.
Equipment: The crew is armed with hand weapons. The goblin boss is armed with a hand weapon and a shield.
Options: Any amount of crew can be given bows for a cost of +2 points. The goblin boss can be given light armour for +3 points. The balloon can be given spikes n' stuff.
Duties:Steering, spotting
Special: Follow all the rules for balloons, Animosity, "Do like da boss says".
The ram in goblin airships is used when charging enemy balloons. When the balloon equipped with the ram charges an enemy craft, it causes its impact hits on double strength. If it is charged in the front, it causes one impact hit on the charging balloon, except if it is an friendly balloon. The ram cannot puncture balloons and always hit the carriage.
Special
Stolen Airships
Airship
Pts/160
M/7
WS/-
BS/-
S/6
T/7
W/7
I/-
A/-
Ld/-
Sv/4+
Goblin Crew
Pts/6
M/4
WS/3
BS/2
S/3
T/3
W/1
I/2
A/1
Ld/6
Sv/-
Orc Crew
Pts/12
M/4
WS/3
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/7
Sv/6+
Big Boss
Pts/24
M/4
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Unit size: 1 stolen airship, 2-3 crew, up to 4 goblins and a big boss. Up to 8 models may be aboard at the same time. Goblins count a half models.
Weapons: Stolen Airships are armed with two cannons. Only one can shoot forward.
Equipment: The crew is armed with a choppa and light armour. Goblins have spears (+1 strength when charging, no rank fighting). The big boss is armed with a choppa and light armour.
Options: Any amount of crew can be given bows for a cost of +4 points. The big boss can be given heavy armour for +5 points. The balloon can be given spikes n' stuff.
Duties:Steering, cannons(2), spotting
Special: Follow all the rules for balloons, Animosity, "Do like da boss says". Cannot turn more than 90°, if a scatter roll (animosity, boss dies) points outside the 90°, the ship moves the way shown and turns the maximal 90° turn.
Night goblin balloon 0-1
Balloon
Pts/210
M/8
WS/-
BS/-
S/5
T/6
W/6
I/-
A/-
Ld/-
Sv/6+
Night Goblin Crew
Pts/9
M/4
WS/2
BS/3
S/3
T/3
W/1
I/3
A/1
Ld/5
Sv/-
Squig
Pts/15
M/5
WS/4
BS/-
S/4
T/3
W/1
I/3
A/2
Ld/6
Sv/-
Unit size: 1 Night Goblin Balloon, 5-8 crew and up to 1-4 squigs. Up to 4 models may be aboard at the same time. Goblins count a half models. Squigs don't count for these purposes.
Weapons: Night goblin balloons are armed with a squiglobber.
Equipment: The crew is armed with spears (+1 strength when charging, no rank fighting).
Options:The balloon can be given spikes n' stuff.
Duties:Steering, squiglobber(4), spotting
Special: Follow all the rules for balloons, Animosity.
The Squiglobber
The squiglobber fires squigs towards other ships, so each time it shoots, remove one squig from the ship. If the shot hits, the squigs charge the crew of the balloon hit. The squig jumps down after attacking all of its attacks. The squiglobber follows all the normal rules for stonethrowers. If you roll a misfire on the artillery dice roll a d6 on this table:
1 "Whoops..." A squig escapes from its cage. It attacks the crew once before jumping down. It jumps 2d6 in a direction determined by a scatter roll. If it lands on another balloon, it attacks the crew. After this, it jumps off again. Continue this as long as required (ie. until the squig dies).
2-3 "What if I pull this rope?" The squiglobber fires before aiming has taken place. The squig hits the balloon itself, doing a strength 4 hit on it. Randomize the hit location.
4-5 "My bad!" A cage housing a squig falls off the ship.
6 "This is how you do it" The squiglobber is loaded with 2 squigs (or the remaining one). If it hits, both squigs cause damage on the ship.
When enemies attack or are attacked by this ship, the squigs are freed (Except when all the night goblins are dead). Roll a d6. If you roll anything from 1 to 3, the squigs attack friendly models, whereas anything from 4 to 6 will make them attack enemies.
No character can join this balloon before all the squigs are dead or shot away.
Rare
Orc Zeppelins
Zeppelin
Pts/370
M/8
WS/-
BS/-
S/7
T/8
W/8
I/-
A/-
Ld/-
Sv/3+
Goblin Crew
Pts/6
M/4
WS/3
BS/2
S/3
T/3
W/1
I/2
A/1
Ld/6
Sv/-
Orc Crew
Pts/18
M/4
WS/3
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/7
Sv/5+
Big Boss
Pts/36
M/4
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/5+
Unit size: 1 zeppelin, 3-6 crew, from 2-8 goblins and 2 big bosses. Up to 15 models may be aboard at the same time. Goblins count a half models.
Weapons: Zeppelins are armed with 5 cannons. One of them is forward only. Other cannons cannot fire ahead.
Equipment: The orc crew is armed with a choppa and heavy armour. Goblins have spears (+1 strength when charging, no rank fighting) and light armour. The big boss is armed with a choppa and heavy armour.
Options: Any amount of crew can be given bows for a cost of +4 points. The balloon can be given spikes n' stuff. You can upgrade one big boss to a leader of da ship. They are equal in stats, but there are no animosity tests required as long as he lives.
Duties:Steering, cannons(5), spotting
Special: Follow all the rules for balloons, Animosity, "Do like da boss says"
Dark Elves
Special rules: Hate High Elves. In addition to close combat bonuses, dark elf ships charging high elf ships cause +1 impact hits.
Reaper bolt throwers. Instead of cannons, dark elves use bolt throwing devices. Bolt throwers have two firing modes, as described in the dark elf armybook and the warhammer rulebook. Two models are required for the multi-bolt fire, whereas the single bolt can be fired by only one crewman. Only the single bolt fire can puncture balloons.
Dark Elf ships don't need steerers but they may use one to move at full speed (ie. when some or all slaves are dead). Dark elf ships see all around, as there is always a free slave spotting enemies. (Doesn't count towards the slave limit on ships, but the ship must be allowed to take at least 1 slave to take the spotter, so no spotters for Punishers)
Slaves are excessively used in dark elf balloons. Most dark elf ships may buy slaves. Slaves can be used to steer the ship so that the crew can fire. Slaves cannot get off the ship they are in. A slaver is required if there are any slaves on the ship (The whip he wields counts as an additional hand weapon). If some amount of slaves die (shown on ship profile), the speed of the ship is reduced (also shown on profile). Ships that can't use slaves move at half speed if there is no-one steering (Punishers where both crew members are firing, etc.)
Slave
Pts/2
M/4
WS/1
BS/1
S/2
T/2
W/1
I/2
A/1
Ld/4
Sv/-
Heroes
Dark Elf Noble 0-5
Noble
Pts/70
M/5
WS/6
BS/4
S/4
T/3
W/2
I/5
A/2
Ld/9
Sv/4+
Unit size: 1
Equipment: The noble is armed with a hand weapon and a shield. He wears heavy armour.
Options: The noble may be armed with a great weapon for a cost of 3 points.
Special: Can only join a slaveship or a dragonship.
Core
Punishers 2+
Punisher
Pts/100
M/8
WS/-
BS/-
S/5
T/6
W/5
I/-
A/-
Ld/-
Sv/5+
Dark Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Unit size: 1 punisher and 2 crew. Up to 2 models may be aboard at the same time.
Weapons: Punishers are armed with a single reaper bolt thrower.
Equipment: The crew is armed with hand weapons, repeater crossbows and light armour.
Duties:Steering, bolt thrower(1/2), spotting
Special: Follow all the rules for balloons, Hate high elves.
Doomships
Doomship
Pts/60
M/9
WS/-
BS/-
S/5
T/5
W/5
I/-
A/-
Ld/-
Sv/6+
Dark Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Slaver
Pts/22
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/2
Ld/8
Sv/6+
Unit size: 1 doomship, 1-2 crew, up to 2 slaves and a slaver (Not required if there are no slaves). Up to 3 models may be aboard at the same time. Slaves don't count towards this.
Weapons: Doomships aren't armed.
Equipment: The crew is armed with hand weapons, repeater crossbows and light armour. The slaver is armed with a hand weapon, whip and light armour.
Options: The slaver can be given heavy armour for +6 points.
Duties:Steering(done by slaves), spotting(done by slaves)
Special: Follow all the rules for balloons, Hate high elves, slaves. If there are no slaves aboard, the ships speed is reduced to 5.
Boarding craft: Doomships are used for boarding. They are carried to battle using slaveships and dragonships. Up to one may be issued to a slaveship and up to two may be issued to a dragonship. The crew can be changed onboard the slaveship/dragonship before leaving.
Special
Slaveships
Slaveship
Pts/210
M/7
WS/-
BS/-
S/6
T/6
W/7
I/-
A/-
Ld/-
Sv/5+
Dark Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Slaver
Pts/22
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/2
Ld/8
Sv/6+
Unit size: 1 slaveship, 5 crew, 4-6 slaves and a slaver. Up to 7 models may be aboard at the same time. Slaves don't count towards this.
Weapons: Slaveships are armed with two reaper bolt throwers. Only one bolt thrower can fire ahead.
Equipment: The crew is armed with hand weapons and light armour. The slaver is armed with a hand weapon, whip and light armour.
Options: The slaver can be given heavy armour for +6 points.
Duties:Steering(done by slaves), bolt throwers(2/4), spotting(done by slaves)
Special: Follow all the rules for balloons, Hate high elves, may turn only 90°, slaves. If there are 2 or less slaves aboard, the ships movement is reduced to 4.
Nightcrafts
Nightcraft
Pts/150
M/8
WS/-
BS/-
S/6
T/5
W/5
I/-
A/-
Ld/-
Sv/6+
Dark Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Executioner
Pts/19
M/5
WS/5
BS/4
S/4
T/3
W/1
I/5
A/1
Ld/8
Sv/5+
Unit size: 1 nightcraft, 3 crew, 4-6 Executioners. Up to 9 models may be aboard at the same time.
Weapons: Slayers are armed with a reaper bolt thrower.
Equipment: The crew is armed with hand weapons and light armour. The executioners are armed with draichs and heavy armour.
Duties:Steering, bolt thrower(1/2) spotting
Special: Follow all the rules for balloons, Hate high elves, executioners have killing blow. The ship caused 2d6 impact hits instead of d6.
Rare
Dragonships 0-2
Dragonship
Pts/330
M/8
WS/-
BS/-
S/7
T/7
W/7
I/-
A/-
Ld/-
Sv/4+
Dark Elf Crew
Pts/20
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/5+
Master Slaver
Pts/36
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/2
Ld/9
Sv/5+
Unit size: 1 dragonship, 8 crew, 8 slaves and a master slaver. Up to 12 models may be aboard at the same time. Slaves don't count towards this.
Weapons: Dragonships are armed with two reaper bolt throwers and a bloodburner. Only one bolt thrower can fire ahead.
Equipment: The crew is armed with hand weapons, repeater crossbows and heavy armour. The master slaver is armed with a hand weapon, whip and heavy armour.
Duties:Steering(done by slaves), bolt throwers(2/4)+bloodburner(2), spotting(done by slaves)
Special: Follow all the rules for balloons, Hate high elves, may turn only 90°, slaves. If there are 6 or less slaves aboard, the ships movement is reduced to 6, and if there are 4 or less slaves aboard, the ships movement is further reduced to 4.
Bloodburner: The bloodburner is a fierce flamebreathing face of a dragon forged in pure obsidian. When you want to fire it, set the flame template so that the pointy head touches the mouth of the dragon. The template must point straight ahead. The flame has a strength of 5 and allows no armour saves. Any ship hit by the flame must automatically flee, as described in the Leadership section in the beginning. If a balloon is hit, it starts burning.
High Elves
Special rules: Hate Dark Elves. In addition to close combat bonuses, high elf ships charging dark elf ships cause +1 impact hits.
Repater bolt throwers. Like dark elves, high elves use bolt throwers instead of cannons. Bolt throwers have two firing modes, as described in the high elf armybook and the warhammer rulebook. Two models are required for the multi-bolt fire, whereas the single bolt can be fired by only one crewman. Only the single bolt fire can puncture balloons.
Catamarans are ships with two carriages that will always be connected. Models may not move from a carriage to another. If the ship is a catamaran, the max models aboard is halved when checking how many models can be put to one carriage at a time. When boarding sideways, only models from the adjacent carriage can fight or board. If enemies board a carriage in the catamaran, the models in the other carriage can still shoot at them. When rolling where a hit lands and the result 'carriage' comes, the carriage closest to the enemy is hit. If they are at equal distance, the enemy may choose.
Beasts are simply that: beasts. They must always move at least 4 inches in the movement phase. Beasts may not turn more than 90°. They are not affected by wind.
Heroes
High Elf Commander 0-5
Commander
Pts/75
M/5
WS/6
BS/4
S/4
T/3
W/2
I/5
A/3
Ld/9
Sv/5+
Unit size: 1
Equipment: The commander is armed with a hand weapon. He wears heavy armour.
Options: The commander may be armed with a great weapon for a cost of 3 points.
Special: Can only join a great catamaran or a phoenixcraft.
Core
Catamarans 2+
Catamaran
Pts/100
M/8
WS/-
BS/-
S/5
T/6
W/5
I/-
A/-
Ld/-
Sv/5+
High Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Unit size: 1 catamaran, 2-4 crew. Up to 4 models may be aboard at the same time.
Weapons: Catamarans are armed with a single repeater bolt thrower. It can be shot from either one of the carriages. Can only fire straight ahead.
Equipment: The crew is armed with hand weapons, bows and light armour.
Options: The shipmaster can be given heavy armour for +5 points.
Duties:Steering, bolt thrower(1/2), spotting
Special: Follow all the rules for balloons, Hate dark elves, catamaran.
Great Eagles
Great Eagle
Pts/20
M/8
WS/4
BS/-
S/4
T/4
W/2
I/4
A/2
Ld/8
Sv/-
Unit size: 1-3 eagles.
Weapons: Claws (Count as a single hand weapon that can puncture balloons)
Special: Hate dark elves, beasts,
Hit and run: As eagles must always keep moving, they must flee 3d6 inches after combat. They rally automatically after the move. May not board or be boarded.
Special
Great Catamarans
Great Catamaran
Pts/230
M/7
WS/-
BS/-
S/6
T/7
W/6
I/-
A/-
Ld/-
Sv/5+
High Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Shipmaster
Pts/25
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/2
Ld/8
Sv/5+
Unit size: 1 great catamaran, 4-6 crew and 1-2 shipmasters. Up to 10 models may be aboard at the same time.
Weapons: Great Catamarans are armed with two repeater bolt throwers, one for both carriages.
Equipment: The crew is armed with hand weapons and light armour. The shipmasters are armed with hand weapons and heavy armour.
Options:Any number of crew can be given bows for +2 points.
Duties:Steering, bolt throwers(2/4), spotting
Special: Follow all the rules for balloons, Hate dark elves, catamaran. May not turn more than 90°
Rare
Phoenixcrafts
Phoenixcraft
Pts/350
M/7
WS/-
BS/-
S/6
T/7
W/7
I/-
A/-
Ld/-
Sv/3+
High Elf Crew
Pts/19
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/5+
Shipmaster
Pts/25
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/2
Ld/8
Sv/5+
Unit size: 1 phoenixcraft, 6-10 crew and 2 shipmasters. Up to 15 models may be aboard at the same time.
Weapons: Phoenixcrafts are armed with three repeater bolt throwers, from which one is forward only, whereas the others can't fire ahead. It is also armed with a spearboat.
Equipment: The crew is armed with hand weapons and heavy armour. The shipmasters are armed with a hand weapons and heavy armour.
Options:Any number of crew can be given longbows for +4 points.
Duties:Steering, bolt throwers(3/6), spotting
Special: Follow all the rules for balloons, Hate dark elves, May not turn more than 90°, Spearboat: The spearboat is an one use only item. It may be fired at any direction in the high elf shooting phase (Even when the ship is in combat). You may carry up to three models aboard the spearboat. The spearboat travels in a straight line at a stable speed of 10". It has a toughness of 4, 3 wounds and a save of 6+. There is no balloon, so when rolling hit locations, count rolls of 1-4 as misses. If the spearboat hits an enemy ship, it will automatically puncture the balloon in d6 places and fight one round of combat against the enemy models. It then continues straight ahead again. If it hits a friendly ship, the spearboat stops and the models inside are helped on the ship, if there is room. If there is no room, the model(s) that werent able to get off must continue travelling in the spearboat. If the spearboat moves off the table, models inside it are worth only half the victory points.
Skaven
Special rules: Warp engines. Any skaven ship may purchase warp engines for a cost of 15 points. The player may use them in the movement phase of his turn. When used, roll the artillery dice. Move the balloon straight ahead the amount rolled on the die in inches. If a misfire is rolled, roll a d6 and consult the table below:
1 Explosion. Any ship within 2d6 inches are hit d6 times on strenght 5 that can puncture balloons.
2 "It burns!" The engine blows flames all around, setting the ship on fire. The ship counts as burning.
3 "AIEEEeeee..." The ratmen are surprised as the balloon moves 6 inches backwards. Remove one of the crew members as a casualty.
4-5 "Foomph" Roll the artillery dice again and re-roll all misfires. The ship moves like normal when using warp engines. Place the flame template with the pointy end touching the rear of the ship and pointing straight behind the ship. Any ship hit by the template is hit once on strength 5 and is set on fire if wounded.
6 Roll the artillery dice again, re-rolling all misfires. Move the balloon double the distance indicated on the die. If it hits any ship, it causes impact hits on double strength.
Clanrats. Any ship can be given any number of clanrats (Limited by max models aboard-limit) for 5 points a piece. They have the following stats:
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/6+
They are armed with a hand weapon and a shield.
Warpguns. Instead of cannons, skaven ships are equipped with warpguns. They fire big, sharp pellets of warpstone. They have a max range of 30", a strength of d6, 3x multiple shots and are armour piercing. It takes 1 crew to handle a warpgun.
Heroes
Skaven Shiplord 0-5
Shiplord
Pts/70
M/5
WS/5
BS/4
S/4
T/3
W/2
I/6
A/2
Ld/6
Sv/5+
Unit size: 1
Equipment: The shiplord is armed with a hand weapon and a shield. He wears light armour.
Options: The shiplord may be given heavy armour for a cost of 5 points.
Special: Can only join a ramship or a plagueship.
Core
Clanships 2+
Clanship
Pts/30
M/7
WS/-
BS/-
S/4
T/4
W/4
I/-
A/-
Ld/-
Sv/5+
Skaven Crew
Pts/8
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/6+
Unit size: 1 clanship and 2 crew. Up to 5 models may be aboard at the same time. Skaven count as half models for these purposes.
Weapons: Clanships are unarmed.
Equipment: The crew is armed with hand weapons and shields.
Duties:Steering, spotting
Special: Follow all the rules for balloons, warp engines and clanrats.
Boarding crafts
Boarding craft
Pts/40
M/7
WS/-
BS/-
S/3
T/5
W/3
I/-
A/-
Ld/-
Sv/6+
Skaven Crew
Pts/8
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/6+
Unit size: 1 boarding craft and 1 crew. Up to 3 models may be aboard at the same time. Skaven count as half models for these purposes.
Weapons: Boarding craft are unarmed
Equipment: The crew is armed with hand weapons and shields.
Duties:Steering, spotting
Special: Follow all the rules for balloons, warp engines, clanrats and boarding hooks:
The ship is equipped with boarding hooks, that are launched to enemy ships that are charged by this ship. The hooks cannot be removed without destroying both ships totally, and so cannot be done. Ships that are connected to boarding craft by hooks, automatically move to low air, and move at half speed (rounding up). The two balloons must stay connected.
Special
Ramships
Ramship
Pts/120
M/7
WS/-
BS/-
S/9
T/7
W/6
I/-
A/-
Ld/-
Sv/4+
Skaven Crew
Pts/8
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/6+
Unit size: 1 ramship and 5 crew. Up to 8 models may be aboard at the same time. Skaven count as half models for these purposes.
Weapons: Ramships are armed with two warpguns.
Equipment: The crew is armed with hand weapons and shields.
Duties:Steering, warpguns(2), spotting
Special: Follow all the rules for balloons, warp engines, clanrats and warpguns.
Ram: The ship causes +2 impact hits
Rat Ogre Balloons 0-2
Rat Ogre Balloon
Pts/150
M/7
WS/-
BS/-
S/4
T/6
W/6
I/-
A/-
Ld/-
Sv/4+
Skaven Crew
Pts/8
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/6+
Rat Ogre
Pts/50
M/6
WS/3
BS/-
S/5
T/4
W/3
I/4
A/3
Ld/6
Sv/6+
Unit size: 1 rat ogre balloons, 4 crew and up to 2 rat ogres. Up to 8 models may be aboard at the same time. Skaven count as half models for these purposes, rat ogres count as 3 models.
Weapons: Rat ogre balloons are unarmed
Equipment: The crew is armed with hand weapons and shields.
Duties:Steering, spotting, handling rat ogres
Special: Follow all the rules for balloons, warp engines and rat ogres: If the balloon charges or is charged, the enemy must roll for leadership. If they fail, they must flee. Rat ogres cannot steer any ship, nor can they put out fires.
Rare
Plagueships
Plagueship
Pts/190
M/7
WS/-
BS/-
S/7
T/7
W/6
I/-
A/-
Ld/-
Sv/4+
Skaven Crew
Pts/12
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/5+
Unit size: 1 plagueship and 9 crew. Up to 10 models may be aboard at the same time. Skaven count as half models for these purposes.
Weapons: Plagueships are armed with four warpguns, from which one is forward only.
Equipment: The crew is armed with hand weapons, shields and light armour.
Duties:Steering, warpguns(4), spotting
Special: Follow all the rules for balloons, warp engines, clanrats, warpguns, ratswarms. Can turn only 90°
The ship is full of rats; small and big. If the ship has suffered more than 2 wounds, the small rats try to get off the ship. The rats swarm any craft within d6 inches of the ship, as they jump and climb, trying to save themselves. If they get on an enemy ship, they fight the crew The rat swarm has the following stats:
M/5
WS/3
BS/-
S/2
T/2
W/4
I/4
A/4
Ld/5
Sv/-
DWARFS
Special Rules:
Dwarf Engineers can fix punctures in a ship. Can repair up to two per turn and may not do anything during that turn. Also a dwarf engineer may spend his shooting phase to help a cannon fire. Guess the range twice before shooting, and choose the one you like.
Dwarf bolt throwers have a range of 32" and a strenght of 6. Bolt throwers require two crew to fire.
Runeships and forgeships may be given one rune, chosen from the list below:
Rune of speed 15pts: Add 1 to the speed value of the balloon
Rune of resistance 20pts: Add 1 to the toughness value of the balloon
Rune of strength 20pts: Add 1 to the strength value of the balloon
Rune of fury 40pts: The ship does double impact hits when charging
Heroes
Thane 0-5
Thane
Pts/70
M/3
WS/5
BS/4
S/4
T/4
W/2
I/3
A/3
Ld/9
Sv/5+
Unit size: 1
Equipment: The thane is armed with a hand weapon and wears heavy armour.
Options: The thane may be armed with a great weapon for a cost of 5 points or a thunderer handgun for 12 points.
Special: Can only join a Runeship or a Forgeship.
Core
Bolt thrower Balloons 1+
Bolt thrower Balloon
Pts/90
M/8
WS/-
BS/-
S/4
T/7
W/6
I/-
A/-
Ld/-
Sv/4+
Crew
Pts/10
M/3
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Engineer
Pts/30
M/3
WS/4
BS/4
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Unit size: 1 bolt thrower balloon, 1-3 crew, 0-1 engineers. Up to 5 models may be aboard at the same time.
Weapons: Bolt thrower Balloons are armed with a bolt thrower.
Equipment: The crew is armed with a single hand weapon and light armour. The engineer is armed with a hand weapon and a thunderer handgun and light armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points. The engineer can be given heavy armour for 5 points.
Duties:Steering, bolt thrower(2), spotting
Special: Follow all the rules for balloons and dwarf engineers.
Cannon Balloons 1+
Cannon Balloon
Pts/90
M/8
WS/-
BS/-
S/4
T/7
W/6
I/-
A/-
Ld/-
Sv/4+
Crew
Pts/10
M/3
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Engineer
Pts/30
M/3
WS/4
BS/4
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Unit size: 1 cannon balloon, 1-3 crew, 0-1 engineers. Up to 5 models may be aboard at the same time.
Weapons: Cannon Balloons are armed with a cannon.
Equipment: The crew is armed with a single hand weapon and light armour. The engineer is armed with a hand weapon and a thunderer handgun and light armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points. The engineer can be given heavy armour for 5 points.
Duties:Steering, cannon, spotting
Special: Follow all the rules for balloons and dwarf engineers.
Special
Runeships
Runeship
Pts/200
M/6
WS/-
BS/-
S/5
T/8
W/7
I/-
A/-
Ld/-
Sv/3+
Crew
Pts/14
M/3
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/5+
Engineer
Pts/35
M/3
WS/4
BS/4
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/5+
Unit size: 1 runeship, 4-6 crew, 1-2 engineers. Up to 10 models may be aboard at the same time.
Weapons: Runeships are armed with two cannons and two bolt throwers.
Equipment: The crew is armed with a single hand weapon and heavy armour. The engineer is armed with a hand weapon and a thunderer handgun and heavy armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points.
Duties:Steering, cannons(2)+bolt throwers(4), spotting
Special: Follow all the rules for balloons and dwarf engineers. Can turn only 90°
Gyrocopters
Gyrocopter
Pts/120
M/9
WS/-
BS/-
S/-
T/6
W/3
I/-
A/-
Ld/-
Sv/5+
Crew
Pts/-
M/3
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/-
Unit size: 1 gyrocopter, 1 crew. 1 model may be aboard at the same time. You may take up to three gyrocopters as one special choice.
Weapons: Gyrocopters are armed with a lead gun.
Equipment: The crew is armed with a single hand weapon.
Special: Lead gun: The lead gun shoots multiple small pellets of lead. The weapon uses the flame template, has a strenght of 3 and is armour piercing.
Rare
Forgeships
Forgeship
Pts/340
M/6
WS/-
BS/-
S/6
T/8
W/8
I/-
A/-
Ld/-
Sv/3+
Crew
Pts/14
M/3
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/5+
Engineer
Pts/35
M/3
WS/4
BS/4
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/5+
Unit size: 1 forgeship, 8-12 crew, 2 engineers. Up to 16 models may be aboard at the same time.
Weapons: Forgeships are armed with two organ guns, which are forward only, two cannons and a bolt thrower.
Equipment: The crew is armed with a single hand weapon and heavy armour. The engineers are armed with a hand weapon, a thunderer handgun and heavy armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points.
Duties:Steering, organ guns(2)+cannons(2)+bolt thrower(2), spotting
Special: Follow all the rules for balloons. Can turn only 90°
Organ guns use the same rules as the ones in the dwarf army book. They require one crew member to work
Ogres
Special Rules:
Ironfist. Ogres in balloons may take an ironfist (for the cost noted on the ships stats), which acts like an additional hand weapon OR a shield
Cannons. Ogres can also be given cannons, which are shot like the normal cannons in the main rules, may move and shoot and are not stationary (ie, can move to an other ship). Ogres cannot, however, use any other shooting weapon (stationary cannons, bolt throwers etc.)
Spikeram. If the ship charges an enemy balloon front first, it causes d6 more impact hits.
Dogs of war. Any ogre ship with the "Dogs of War" special rule can be taken to other fleets as a rare choice.
Heroes
Ogre Balloonmaster 0-5
Balloonmaster
Pts/130
M/6
WS/4
BS/3
S/5
T/5
W/3
I/3
A/4
Ld/9
Sv/6+
Unit size: 1
Equipment: The balloonmaster is armed with a hand weapon and light armour
Options: The balloonmaster may be armed with an ironfist for 8 points and may upgrade his light armour to heavy armour for 6 points
Special: Can only join a gutship or a mawship
Core
Ogre Balloons
Ogre Balloon
Pts/70
M/7
WS/-
BS/-
S/5
T/6
W/5
I/-
A/-
Ld/-
Sv/5+
Ogre Crew
Pts/40
M/6
WS/3
BS/2
S/4
T/4
W/3
I/2
A/3
Ld/7
Sv/-
Unit size: 1 ogre balloon, 1 crew. Up to 5 models may be aboard at the same time. Remember that ogres count as 3 models for these purposes.
Weapons: Ogre balloons are unarmed
Equipment: The crew member is armed with a hand weapon and a cannon
Options: The crew member may be given an ironfist for 4 points
Duties:Steering, spotting
Special: Follow all the rules for balloons, Dogs of War
Gnoblar Balloons
Gnoblar Balloon
Pts/20
M/9
WS/-
BS/-
S/4
T/4
W/2
I/-
A/-
Ld/-
Sv/-
Gnoblar Crew
Pts/4
M/4
WS/2
BS/2
S/2
T/2
W/1
I/4
A/1
Ld/5
Sv/-
Unit size: 1-3 gnoblar balloons, 6-8 crew. Up to 4 models may be aboard at the same time. Gnoblars count as half models for these purposes
Weapons: Gnoblar balloons are armed with a gnoblar bolt thrower
Equipment: The crew members is armed with hand weapons
Duties:Steering, firing(2), spotting
Special: Follow all the rules for balloons. Gnoblar bolt throwers have a range of 32" and a strenght of 4.
Special
Gutships
Gutship
Pts/180
M/7
WS/-
BS/-
S/7
T/7
W/7
I/-
A/-
Ld/-
Sv/5+
Ogre Crew
Pts/40
M/6
WS/3
BS/2
S/4
T/4
W/3
I/2
A/3
Ld/7
Sv/-
Unit size: 1 gutship, 2-4 crew. Up to 15 models may be aboard at the same time. Remember that ogres count as 3 models for these purposes.
Weapons: Gutships are armed with a spike ram.
Equipment: The crew members are armed with hand weapons. One of them is armed with a cannon.
Options: Any amount of crew may be given ironfists for 4 points. One crew member may be given an cannon for 18pts.
Duties:Steering, spotting
Special: Follow all the rules for balloons, Dogs of War
Digesters
Digester
Pts/220
M/7
WS/-
BS/-
S/7
T/7
W/7
I/-
A/-
Ld/-
Sv/5+
Ogre Crew
Pts/40
M/6
WS/3
BS/2
S/4
T/4
W/3
I/2
A/3
Ld/7
Sv/-
Unit size: 1 digester, 3-4 crew. Up to 15 models may be aboard at the same time. Remember that ogres count as 3 models for these purposes.
Weapons: Digesters are armed with a metal maw.
Equipment: The crew members are armed with hand weapons. Two of them ar armed with cannons.
Options: Any amount of crew may be given ironfists for 4 points.
Duties:Steering, metal maw spotting
Special: Follow all the rules for balloons.
Metal maw: If the ship moves into close combat so that the ships front touches the enemy ship, the maw will start biting the enemy balloon. It attacks d6 times with strength 3 and has killing blow (only against the crew of the ship) with WS 2. It can also suck balloons closer to it in the shooting phase. This has a range of 12", and it moves the target ship d6" closer. The metal maw requires 1 crew to work.
Rare
Mawships
Mawship
Pts/340
M/7
WS/-
BS/-
S/7
T/8
W/8
I/-
A/-
Ld/-
Sv/4+
Ogre Crew
Pts/48
M/6
WS/3
BS/2
S/4
T/4
W/3
I/2
A/3
Ld/7
Sv/5+
Unit size: 1 mawship, 3-6 crew. Up to 25 models may be aboard at the same time. Remember that ogres count as 3 models for these purposes.
Weapons: Mawships are armed with a spike ram and a mawgun
Equipment: The crew members are armed with hand weapons and heavy armour. Two of them are armed with a cannon.
Options: Any amount of crew may be given ironfists for 4 points. Two crew members may be given cannons.
Duties:Steering, mawgun(2) spotting
Special: Follow all the rules for balloons. May turn only 90°
Mawgun: The mawgun is a lethal flame throwing device, which uses the Maw's godly powers to emit a screaming, white flame. The weapon uses the flame template. It has a strenght of 6, causes d6 wounds and allows no armour saves. Any balloon that is hit, catches automatically fire. The weapon can only be fired ahead. When firing, roll d6. If you get 1, the weapon explodes and causes d6 strength 5 hits on the mawship, and cannot be used again during this game. Enemy balloons that have been hit must roll for leadership. If failed, they flee as described in the Leadership section
Scaly skin: Any lizardman model with this rule has a +1 to their save
[EDIT]Tykkejä muuneltu heikommiksi. Määrä kuitenkin sama.
Erikoissääntöjen järjestelyä. Nyt helppolukuisempaa.
Örkkien säänöt lisätty, edelliset jaoteltu Empireksi
Lisätty palloihin strength (Impact hits)
Statit järjestelty
Special rulet rotukohtaisesti
Gobbot lisätty örkeille
Empiren light mortar
Empiren insinööri autaa ampumisessa, hinta noussut hieman
Night Goblin balloon
Ystävällisiin palloihin siirtyminen sallittu
Palloissa tietty raja, kuika monta figua saa olla kyydissä.
Liiturit lisätty Empirelle, örkit saavat uuden aluksen lähiaikoina.
Empire statit muunneltu oikeammiksi
Örkkien statit oikeammiksi
Goblin balloon lisätty
Dark Elffit lisätty
Dark Elf alusten pistehintoja nostettu 10-30 pisteellä. Doomship halvempi
Delffeille Nightcraft
High Elffit lisätty
Jatkuva vahinko (tulipalot, puhjenneet pallot) selvennetty
Skavenit lisätty
Dwarffit lisätty (vihdoinkin)
Skaveneita paranneltu
Ogret lisätty
Ogreille Digester
Kääpiöille gyrocopteri
Koko "Crew" -järjestely uusittu, jokaisella pallolla oma "Duties" palsta
Muokkailtu vähän eri listoja (Pääosin ogreja, myös dark elfit saivat pieniä muutoksia)
Dogs of War sääntö lisätty ogreille
Balloons
Movement, visibility and wind
Balloons that move can move at full speed or less, but can only turn before moving. Balloons can also move sideways, but only at half speed. Balloons can also move on two different heights: Low and High. It takes half movement to change height. Balloons cannot see behind in an 90° area, so there must be a spotter aboard for the cannons to shoot behind. Each turn, after moving, roll the scatter dice. If the scatter rolls a 'hit', there is no wind this turn. If it rolls an arrow, wind is blowing the way the arrow points. Roll a d6. Move every balloon high in the air the amount the d6 rolled in inches the way the scatter is pointing. Every balloon flying in low air move only half that distance (rounding up). Any balloon blown off the table can come back next turn, if it is still manned.
Fighting, fleeing and boarding
If balloons hit each other due to movement or wind, they count as charging. The balloon charged must roll for colliding. Balloons that charge a balloon in a different height level automatically (without penalty in movement) move to the same level as the charged balloon. There are two charge reactions: Hold and Flee. Balloons that Hold launch their grappling hooks into the charging balloon and pull it closer. The balloons must stay in place, but are still affected by wind. Balloons that Flee drop everything that is not needed overboard and launch themselves 2d6 inches away from the charging balloon. They automatically rally after this move. If the fleeing balloon hits any other balloon or is hit by the charger, it counts as colliding. Charging balloons cause d6 impact hits. Empty balloons can only cause impact hits, and cannot board. If any side of the fight kill the whole enemy crew, charge or are charged by an empty ship, they can decide to board the empty balloon. They may transfer any number of models to the captured ship. You may board friendly ships (Even ones that aren't empty). If you board a friendly ship, you dont cause impact hits.
Colliding
Roll a d6 for every member of crew. On a roll of 1 they fall down and count as casualties for victory point purposes.
Crew
There is always a suggested amount of crew on every ship. There is also a list of duties on the ship and how many crew members it takes to do them. You can move the crew members around the ship, so that you dont always have to fill every duty on the ship. Of course, if you move firer to steering, the weapon cannot fire and so on. The number inside the brackets "(" and ")" is the number of crew members required to operate all the weapons of that type. For single weapons, divide the number with the amount of weapons of the same type on the ship. The numbers divided by the slash "/" are the different crew member amounts required for some weapons (Elven bolt throwers with single and multiple shots requiring different amounts of crew to work)
Weapons
Cannons have a maximum range of 38" at strength 6. They cause d3 wounds. When firing an cannon, guess the range to the target balloon. Add the roll of an artillery dice to the guess.
In case of a misfire, roll a d6 and consult this table:
1-2 Cannon explodes. Remove the firer as a casualty. Causes a strength 7 hit on the balloon (Cannot puncture it)
3-5 Cannot fire this turn.
6 Fires. The cannon's barrel is filled with too much gunpowder and fires with extreme power and recoil. It's strength is now 8 and it causes d6 wounds. Causes a strength 4 hit on the firer. It also blows the firing balloon 2d6 inches in the opposite direction of shooting. The balloon may crash into an balloon this way and count as colliding.
Always after shooting, move the firing balloon d6 inches in the opposite direction. If you hit an enemy balloon, randomize the hit location using this table:
1-4 The balloon itself is hit. If the strength of the attack is 5 or higher, the balloon is punctured.
5-6 The cannonball hits the carriage. If there are any crew members in the ship, one of them takes a hit. The enemy player can choose which one. If the crew member dies, the cannonball causes wounds to the ship. Wounds are also delivered to the ship if there is no-one aboard.
You can also choose to fire grapeshot, which has a range of 12" (Roll an artillery dice. This is the amount of hits made) on strength 3. If grapeshot misfires, count rolls of 5-6 on the misfire table as 3-4 instead.)
If there is an enemy balloon (even ones manned with friendly models) within 12" and visible for the cannons to shoot, make a leadership check. If failed, they automatically shoot at the target with grapeshot and cannot fire again this turn.
Continuous damage
Burning. Roll a d6 for each burning balloon in the end of a turn. On a roll of a 6, the crew has managed to put out the fire (Ships without crew or heroes cannot be put out. For example slaves or squigs cannot put out fires). On a roll of anything else, the ship suffers d3 wounds. Every turn, if there are balloons within 6" of a burning balloon, roll a d6. If a 1 is rolled, one of the nearby ships has caught fire, chosen by the owner of the burning balloon.
Punctures. Balloons that are punctured lose 1 wound in the end of every turn, except if otherwise stated. Close combat attacks cannot puncture, except if they get killing blow.
Leadership
Balloons damaged by any kind of hit must roll for leadership. If they fail the test, they must flee 2d6 away from the enemy. Roll to rally as normal. Use the highest Ld in the crew for this roll.
The army selection table:
Heroes:
< 1,000 pts/0-1
1,000-1,999 pts/0-2
For every 1,000 more/+1 to max
Core:
< 1,000 pts/1+
1,000-1,999 pts/3+
For every 1,000 more/+1 to min
Special:
< 1,000 pts/0-1
1,000-1,999 pts/0-2
For every 1,000 more/+1 to max
Rare:
< 1,000 pts/0
1,000-1,999 pts/0-1
For every 1,000 more/+1 to max
EMPIRE
Special Rules:
Engineers can fix punctures in a ship. Can repair only one per turn and may not do anything during that turn. Also once during a game, an engineer may spend his shooting phase to help a cannon fire. The cannon can fire two cannonballs, which do d3 wounds. If the double cannonballs puncture a balloon, they cause 2 wounds in the end of turns.
Gliders are simple triangles of leather or cloth, that use the currents of air to move. They are used to board ships from afar. You may elect to launch a glider in your movement phase. The glider moves at least half of its movement (Round up), and cannot stop. Gliders turn before movement, unlike balloons. If a glider hits an ship, it may board it. Roll a d6 on a roll of a 6, the driver boards the enemy ship (The glider causes d3 impact hits if youre boarding an enemy craft). If you roll a 1, the glider crashes and the people carried by it die. On any other roll, the glider misses, and flies past the ship. If an enemy captures a ship with a glider, he may use it if he wants to. Gliders don't count toward the max models aboard limit.
Heroes
Captain 0-5
Captain
Pts/50
M/4
WS/5
BS/5
S/4
T/4
W/2
I/5
A/3
Ld/8
Sv/4+
Unit size: 1
Equipment: The captain is armed with a hand weapon and a shield and wears heavy armour.
Options: The captain may be armed with a great weapon for a cost of 5 points or a handgun for 8 points.
Special: Can only join an Airship or a Battleship.
Core
Small Balloons 2+
Small Balloon
Pts/80
M/8
WS/-
BS/-
S/4
T/6
W/6
I/-
A/-
Ld/-
Sv/4+
Crew
Pts/10
M/4
WS/3
BS/3
S/3
T/3
W/1
I/3
A/1
Ld/7
Sv/6+
Engineer
Pts/26
M/4
WS/3
BS/4
S/3
T/3
W/1
I/3
A/1
Ld/8
Sv/6+
Unit size: 1 balloon, 1-3 crew, 0-1 engineers. Up to 5 models may be aboard at the same time.
Weapons: Small Balloons are armed with a cannon. The cannon cannot fire ahead.
Equipment: The crew is armed with a single hand weapon and light armour. The engineer is armed with a hand weapon and a handgun and light armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points. The engineer can be given heavy armour for 5 points.
Duties:Steering, cannon, spotting
Special: Follow all the rules for balloons.
Attack Glider
Glider
Pts/25
M/7
WS/-
BS/-
S/2
T/3
W/1
I/-
A/-
Ld/-
Sv/6+
Unit size: 1 Glider. Gliders may carry one model, but only ones with light armour.
Duties:Steering
Special: Follow all the wind rules and height levels. Move gliders double the distance the wind roll shows. Up to one can be issued to small balloons and two to airships. May turn only 90°
Special
Airships
Airship
Pts/160
M/7
WS/-
BS/-
S/5
T/7
W/7
I/-
A/-
Ld/-
Sv/4+
Crew
Pts/10
M/4
WS/3
BS/3
S/3
T/3
W/1
I/3
A/1
Ld/7
Sv/6+
Engineer
Pts/26
M/4
WS/3
BS/4
S/3
T/3
W/1
I/3
A/1
Ld/8
Sv/6+
Unit size: 1 Airship, 2-4 crew, 0-1 engineers. Up to 7 models may be aboard at the same time.
Weapons: Airships are armed with 2 cannons. Only one cannon can fire ahead and only one cannon can fire at the same side at a time.
Equipment: The crew is armed with a single hand weapon and light armour. The engineer is armed with a hand weapon and a handgun and light armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points. The engineer can be given heavy armour for +5 points.
Duties:Steering, cannons(2), spotting
Special: Follow all the rules for balloons. Can turn only 90°
Heavy Glider
Glider
Pts/65
M/6
WS/-
BS/-
S/3
T/4
W/1
I/-
A/-
Ld/-
Sv/6+
Unit size: 1 Glider. A heavy glider can carry one model with heavy armour OR up to two models with light armour.
Duties:Steering
Special: Follow all the wind rules and height levels. Move gliders double the distance when checking for wind. Up to one can be issued to airships, and up to two can be issued to battleships. May turn only 90°
Rare
Battleships
Battleship
Pts/300
M/7
WS/-
BS/-
S/5
T/7
W/8
I/-
A/-
Ld/-
Sv/3+
Crew
Pts/18
M/4
WS/4
BS/3
S/3
T/3
W/1
I/3
A/1
Ld/8
Sv/5+
Engineer
Pts/32
M/4
WS/4
BS/4
S/3
T/3
W/1
I/3
A/1
Ld/8
Sv/5+
Unit size: 1 Battleship, 2-6 crew, 1 engineer. Up to 10 models may be aboard at the same time.
Weapons: Battleships are armed with 4 cannons. Two cannons can fire ahead. Only two cannons can fire at the same side at a time.
Equipment: The crew is armed with a single hand weapon and heavy armour. The engineer is armed with a hand weapon, a handgun and heavy armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points. The Battleship can replace 2 cannons for a light mortar. The light mortar has a strenght of 5. Balloons punctured by a mortar get d3 wounds in the end phase of every turn instead of one.
Duties:Steering, cannons(4), spotting
Special: Follow all the rules for balloons. Can turn only 90°
Orcs
Special Rules: Animosity. As orcs are creatures of the land, they are a little scared when flying. The only way to get an orcs bravery up, is to let them fight. Orc ships have to roll for animosity, as long as there is at least two crew aboard. If the roll is failed, roll a d6 on this table:
1 "Orc overboard" One of the crew has been pushed down to his death. Remove one of them as a casualty
2-3 Fistfight. The crew fight eachother, and cannot do anything this turn. The ship moves 2d6 in a random direction decided by a scatter roll (If you roll a hit the ship changes height) as the orcs hit the rudder with each other.
4-5 "Oh no! Snotlings" A snotling suddenly pops out of nowhere and turns the rudder randomly and makes weird noises. The ship moves 2d6 straight ahead, but can still shoot even if there was only one member of crew aboard. After movement, the balloon turns around.
6 "Kill 'em, lads" The orc craft speeds 3d6 towards the nearest enemy ship. If it hits, it causes d6+3 impact hits, and it counts as charging.
Spikes n' stuff. Any ship can be covered in spikes, blades, squigs and anything that could damage a ship. It costs 15 points. If the ship charges an enemy, roll a d6 before impact hits. If you roll a 6, the enemy balloon is punctured.
"Do like da boss says" The boss of a balloon is everything for the orcs. If there is no boss aboard, the dumb orcs and goblins try to steer the balloon with not much skill. The balloon moves 2d6 in a random direction decided by the scatter dice. If you roll a hit, you may decide which way to go
Goblins are needed on ships for their nimble fingers, comparing to the orcs. A balloon that has been punctured, and there are goblins aboard, can be repaired if the goblins roll under their leadership on 2d6. Night goblins do not count.
Heroes
Orc chieftain 0-5
Chieftain
Pts/70
M/4
WS/5
BS/3
S/4
T/5
W/2
I/3
A/3
Ld/9
Sv/5+
Unit size: 1
Equipment: The chieftain is armed with two hand weapons. He wears heavy armour.
Options: The chieftain may be armed with a great weapon for a cost of 5 points.
Special: Can only join a stolen airship or a zeppelin.
Core
Orc Balloons 2+
Orc Balloon
Pts/60
M/7
WS/-
BS/-
S/4
T/6
W/6
I/-
A/-
Ld/-
Sv/5+
Goblin Crew
Pts/6
M/4
WS/3
BS/2
S/3
T/3
W/1
I/2
A/1
Ld/6
Sv/-
Orc Crew
Pts/12
M/4
WS/3
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/7
Sv/6+
Big Boss
Pts/24
M/4
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Unit size: 1 orc balloon, 1-2 crew, up to 2 goblins and a big boss. Up to 5 models may be aboard at the same time. Goblins count a half models.
Weapons: Orc Balloons are armed with a cannon.
Equipment: The crew is armed with a choppa and light armour. Goblins have spears (+1 strength when charging, no rank fighting) The big boss is armed with a hand weapon and light armour.
Options: Any amount of crew can be given bows for a cost of +4 points. The big boss can be given heavy armour for +5 points. The balloon can be given spikes n' stuff.
Duties:Steering, cannon, spotting
Special: Follow all the rules for balloons, Animosity, "Do like da boss says"
Goblin Balloons
Balloon
Pts/60
M/8
WS/-
BS/-
S/4
T/5
W/5
I/-
A/-
Ld/-
Sv/6+
Goblin Crew
Pts/7
M/4
WS/3
BS/2
S/3
T/3
W/1
I/2
A/1
Ld/6
Sv/-
Goblin Boss
Pts/18
M/4
WS/3
BS/3
S/3
T/3
W/1
I/3
A/1
Ld/7
Sv/6+
Unit size: 1-3 goblin balloons, 3-6 crew and a goblin boss. Up to 5 models may be aboard at the same time. Goblins count a half models.
Weapons: Goblin Balloons are armed with a ram.
Equipment: The crew is armed with hand weapons. The goblin boss is armed with a hand weapon and a shield.
Options: Any amount of crew can be given bows for a cost of +2 points. The goblin boss can be given light armour for +3 points. The balloon can be given spikes n' stuff.
Duties:Steering, spotting
Special: Follow all the rules for balloons, Animosity, "Do like da boss says".
The ram in goblin airships is used when charging enemy balloons. When the balloon equipped with the ram charges an enemy craft, it causes its impact hits on double strength. If it is charged in the front, it causes one impact hit on the charging balloon, except if it is an friendly balloon. The ram cannot puncture balloons and always hit the carriage.
Special
Stolen Airships
Airship
Pts/160
M/7
WS/-
BS/-
S/6
T/7
W/7
I/-
A/-
Ld/-
Sv/4+
Goblin Crew
Pts/6
M/4
WS/3
BS/2
S/3
T/3
W/1
I/2
A/1
Ld/6
Sv/-
Orc Crew
Pts/12
M/4
WS/3
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/7
Sv/6+
Big Boss
Pts/24
M/4
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Unit size: 1 stolen airship, 2-3 crew, up to 4 goblins and a big boss. Up to 8 models may be aboard at the same time. Goblins count a half models.
Weapons: Stolen Airships are armed with two cannons. Only one can shoot forward.
Equipment: The crew is armed with a choppa and light armour. Goblins have spears (+1 strength when charging, no rank fighting). The big boss is armed with a choppa and light armour.
Options: Any amount of crew can be given bows for a cost of +4 points. The big boss can be given heavy armour for +5 points. The balloon can be given spikes n' stuff.
Duties:Steering, cannons(2), spotting
Special: Follow all the rules for balloons, Animosity, "Do like da boss says". Cannot turn more than 90°, if a scatter roll (animosity, boss dies) points outside the 90°, the ship moves the way shown and turns the maximal 90° turn.
Night goblin balloon 0-1
Balloon
Pts/210
M/8
WS/-
BS/-
S/5
T/6
W/6
I/-
A/-
Ld/-
Sv/6+
Night Goblin Crew
Pts/9
M/4
WS/2
BS/3
S/3
T/3
W/1
I/3
A/1
Ld/5
Sv/-
Squig
Pts/15
M/5
WS/4
BS/-
S/4
T/3
W/1
I/3
A/2
Ld/6
Sv/-
Unit size: 1 Night Goblin Balloon, 5-8 crew and up to 1-4 squigs. Up to 4 models may be aboard at the same time. Goblins count a half models. Squigs don't count for these purposes.
Weapons: Night goblin balloons are armed with a squiglobber.
Equipment: The crew is armed with spears (+1 strength when charging, no rank fighting).
Options:The balloon can be given spikes n' stuff.
Duties:Steering, squiglobber(4), spotting
Special: Follow all the rules for balloons, Animosity.
The Squiglobber
The squiglobber fires squigs towards other ships, so each time it shoots, remove one squig from the ship. If the shot hits, the squigs charge the crew of the balloon hit. The squig jumps down after attacking all of its attacks. The squiglobber follows all the normal rules for stonethrowers. If you roll a misfire on the artillery dice roll a d6 on this table:
1 "Whoops..." A squig escapes from its cage. It attacks the crew once before jumping down. It jumps 2d6 in a direction determined by a scatter roll. If it lands on another balloon, it attacks the crew. After this, it jumps off again. Continue this as long as required (ie. until the squig dies).
2-3 "What if I pull this rope?" The squiglobber fires before aiming has taken place. The squig hits the balloon itself, doing a strength 4 hit on it. Randomize the hit location.
4-5 "My bad!" A cage housing a squig falls off the ship.
6 "This is how you do it" The squiglobber is loaded with 2 squigs (or the remaining one). If it hits, both squigs cause damage on the ship.
When enemies attack or are attacked by this ship, the squigs are freed (Except when all the night goblins are dead). Roll a d6. If you roll anything from 1 to 3, the squigs attack friendly models, whereas anything from 4 to 6 will make them attack enemies.
No character can join this balloon before all the squigs are dead or shot away.
Rare
Orc Zeppelins
Zeppelin
Pts/370
M/8
WS/-
BS/-
S/7
T/8
W/8
I/-
A/-
Ld/-
Sv/3+
Goblin Crew
Pts/6
M/4
WS/3
BS/2
S/3
T/3
W/1
I/2
A/1
Ld/6
Sv/-
Orc Crew
Pts/18
M/4
WS/3
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/7
Sv/5+
Big Boss
Pts/36
M/4
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/5+
Unit size: 1 zeppelin, 3-6 crew, from 2-8 goblins and 2 big bosses. Up to 15 models may be aboard at the same time. Goblins count a half models.
Weapons: Zeppelins are armed with 5 cannons. One of them is forward only. Other cannons cannot fire ahead.
Equipment: The orc crew is armed with a choppa and heavy armour. Goblins have spears (+1 strength when charging, no rank fighting) and light armour. The big boss is armed with a choppa and heavy armour.
Options: Any amount of crew can be given bows for a cost of +4 points. The balloon can be given spikes n' stuff. You can upgrade one big boss to a leader of da ship. They are equal in stats, but there are no animosity tests required as long as he lives.
Duties:Steering, cannons(5), spotting
Special: Follow all the rules for balloons, Animosity, "Do like da boss says"
Dark Elves
Special rules: Hate High Elves. In addition to close combat bonuses, dark elf ships charging high elf ships cause +1 impact hits.
Reaper bolt throwers. Instead of cannons, dark elves use bolt throwing devices. Bolt throwers have two firing modes, as described in the dark elf armybook and the warhammer rulebook. Two models are required for the multi-bolt fire, whereas the single bolt can be fired by only one crewman. Only the single bolt fire can puncture balloons.
Dark Elf ships don't need steerers but they may use one to move at full speed (ie. when some or all slaves are dead). Dark elf ships see all around, as there is always a free slave spotting enemies. (Doesn't count towards the slave limit on ships, but the ship must be allowed to take at least 1 slave to take the spotter, so no spotters for Punishers)
Slaves are excessively used in dark elf balloons. Most dark elf ships may buy slaves. Slaves can be used to steer the ship so that the crew can fire. Slaves cannot get off the ship they are in. A slaver is required if there are any slaves on the ship (The whip he wields counts as an additional hand weapon). If some amount of slaves die (shown on ship profile), the speed of the ship is reduced (also shown on profile). Ships that can't use slaves move at half speed if there is no-one steering (Punishers where both crew members are firing, etc.)
Slave
Pts/2
M/4
WS/1
BS/1
S/2
T/2
W/1
I/2
A/1
Ld/4
Sv/-
Heroes
Dark Elf Noble 0-5
Noble
Pts/70
M/5
WS/6
BS/4
S/4
T/3
W/2
I/5
A/2
Ld/9
Sv/4+
Unit size: 1
Equipment: The noble is armed with a hand weapon and a shield. He wears heavy armour.
Options: The noble may be armed with a great weapon for a cost of 3 points.
Special: Can only join a slaveship or a dragonship.
Core
Punishers 2+
Punisher
Pts/100
M/8
WS/-
BS/-
S/5
T/6
W/5
I/-
A/-
Ld/-
Sv/5+
Dark Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Unit size: 1 punisher and 2 crew. Up to 2 models may be aboard at the same time.
Weapons: Punishers are armed with a single reaper bolt thrower.
Equipment: The crew is armed with hand weapons, repeater crossbows and light armour.
Duties:Steering, bolt thrower(1/2), spotting
Special: Follow all the rules for balloons, Hate high elves.
Doomships
Doomship
Pts/60
M/9
WS/-
BS/-
S/5
T/5
W/5
I/-
A/-
Ld/-
Sv/6+
Dark Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Slaver
Pts/22
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/2
Ld/8
Sv/6+
Unit size: 1 doomship, 1-2 crew, up to 2 slaves and a slaver (Not required if there are no slaves). Up to 3 models may be aboard at the same time. Slaves don't count towards this.
Weapons: Doomships aren't armed.
Equipment: The crew is armed with hand weapons, repeater crossbows and light armour. The slaver is armed with a hand weapon, whip and light armour.
Options: The slaver can be given heavy armour for +6 points.
Duties:Steering(done by slaves), spotting(done by slaves)
Special: Follow all the rules for balloons, Hate high elves, slaves. If there are no slaves aboard, the ships speed is reduced to 5.
Boarding craft: Doomships are used for boarding. They are carried to battle using slaveships and dragonships. Up to one may be issued to a slaveship and up to two may be issued to a dragonship. The crew can be changed onboard the slaveship/dragonship before leaving.
Special
Slaveships
Slaveship
Pts/210
M/7
WS/-
BS/-
S/6
T/6
W/7
I/-
A/-
Ld/-
Sv/5+
Dark Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Slaver
Pts/22
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/2
Ld/8
Sv/6+
Unit size: 1 slaveship, 5 crew, 4-6 slaves and a slaver. Up to 7 models may be aboard at the same time. Slaves don't count towards this.
Weapons: Slaveships are armed with two reaper bolt throwers. Only one bolt thrower can fire ahead.
Equipment: The crew is armed with hand weapons and light armour. The slaver is armed with a hand weapon, whip and light armour.
Options: The slaver can be given heavy armour for +6 points.
Duties:Steering(done by slaves), bolt throwers(2/4), spotting(done by slaves)
Special: Follow all the rules for balloons, Hate high elves, may turn only 90°, slaves. If there are 2 or less slaves aboard, the ships movement is reduced to 4.
Nightcrafts
Nightcraft
Pts/150
M/8
WS/-
BS/-
S/6
T/5
W/5
I/-
A/-
Ld/-
Sv/6+
Dark Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Executioner
Pts/19
M/5
WS/5
BS/4
S/4
T/3
W/1
I/5
A/1
Ld/8
Sv/5+
Unit size: 1 nightcraft, 3 crew, 4-6 Executioners. Up to 9 models may be aboard at the same time.
Weapons: Slayers are armed with a reaper bolt thrower.
Equipment: The crew is armed with hand weapons and light armour. The executioners are armed with draichs and heavy armour.
Duties:Steering, bolt thrower(1/2) spotting
Special: Follow all the rules for balloons, Hate high elves, executioners have killing blow. The ship caused 2d6 impact hits instead of d6.
Rare
Dragonships 0-2
Dragonship
Pts/330
M/8
WS/-
BS/-
S/7
T/7
W/7
I/-
A/-
Ld/-
Sv/4+
Dark Elf Crew
Pts/20
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/5+
Master Slaver
Pts/36
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/2
Ld/9
Sv/5+
Unit size: 1 dragonship, 8 crew, 8 slaves and a master slaver. Up to 12 models may be aboard at the same time. Slaves don't count towards this.
Weapons: Dragonships are armed with two reaper bolt throwers and a bloodburner. Only one bolt thrower can fire ahead.
Equipment: The crew is armed with hand weapons, repeater crossbows and heavy armour. The master slaver is armed with a hand weapon, whip and heavy armour.
Duties:Steering(done by slaves), bolt throwers(2/4)+bloodburner(2), spotting(done by slaves)
Special: Follow all the rules for balloons, Hate high elves, may turn only 90°, slaves. If there are 6 or less slaves aboard, the ships movement is reduced to 6, and if there are 4 or less slaves aboard, the ships movement is further reduced to 4.
Bloodburner: The bloodburner is a fierce flamebreathing face of a dragon forged in pure obsidian. When you want to fire it, set the flame template so that the pointy head touches the mouth of the dragon. The template must point straight ahead. The flame has a strength of 5 and allows no armour saves. Any ship hit by the flame must automatically flee, as described in the Leadership section in the beginning. If a balloon is hit, it starts burning.
High Elves
Special rules: Hate Dark Elves. In addition to close combat bonuses, high elf ships charging dark elf ships cause +1 impact hits.
Repater bolt throwers. Like dark elves, high elves use bolt throwers instead of cannons. Bolt throwers have two firing modes, as described in the high elf armybook and the warhammer rulebook. Two models are required for the multi-bolt fire, whereas the single bolt can be fired by only one crewman. Only the single bolt fire can puncture balloons.
Catamarans are ships with two carriages that will always be connected. Models may not move from a carriage to another. If the ship is a catamaran, the max models aboard is halved when checking how many models can be put to one carriage at a time. When boarding sideways, only models from the adjacent carriage can fight or board. If enemies board a carriage in the catamaran, the models in the other carriage can still shoot at them. When rolling where a hit lands and the result 'carriage' comes, the carriage closest to the enemy is hit. If they are at equal distance, the enemy may choose.
Beasts are simply that: beasts. They must always move at least 4 inches in the movement phase. Beasts may not turn more than 90°. They are not affected by wind.
Heroes
High Elf Commander 0-5
Commander
Pts/75
M/5
WS/6
BS/4
S/4
T/3
W/2
I/5
A/3
Ld/9
Sv/5+
Unit size: 1
Equipment: The commander is armed with a hand weapon. He wears heavy armour.
Options: The commander may be armed with a great weapon for a cost of 3 points.
Special: Can only join a great catamaran or a phoenixcraft.
Core
Catamarans 2+
Catamaran
Pts/100
M/8
WS/-
BS/-
S/5
T/6
W/5
I/-
A/-
Ld/-
Sv/5+
High Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Unit size: 1 catamaran, 2-4 crew. Up to 4 models may be aboard at the same time.
Weapons: Catamarans are armed with a single repeater bolt thrower. It can be shot from either one of the carriages. Can only fire straight ahead.
Equipment: The crew is armed with hand weapons, bows and light armour.
Options: The shipmaster can be given heavy armour for +5 points.
Duties:Steering, bolt thrower(1/2), spotting
Special: Follow all the rules for balloons, Hate dark elves, catamaran.
Great Eagles
Great Eagle
Pts/20
M/8
WS/4
BS/-
S/4
T/4
W/2
I/4
A/2
Ld/8
Sv/-
Unit size: 1-3 eagles.
Weapons: Claws (Count as a single hand weapon that can puncture balloons)
Special: Hate dark elves, beasts,
Hit and run: As eagles must always keep moving, they must flee 3d6 inches after combat. They rally automatically after the move. May not board or be boarded.
Special
Great Catamarans
Great Catamaran
Pts/230
M/7
WS/-
BS/-
S/6
T/7
W/6
I/-
A/-
Ld/-
Sv/5+
High Elf Crew
Pts/15
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/6+
Shipmaster
Pts/25
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/2
Ld/8
Sv/5+
Unit size: 1 great catamaran, 4-6 crew and 1-2 shipmasters. Up to 10 models may be aboard at the same time.
Weapons: Great Catamarans are armed with two repeater bolt throwers, one for both carriages.
Equipment: The crew is armed with hand weapons and light armour. The shipmasters are armed with hand weapons and heavy armour.
Options:Any number of crew can be given bows for +2 points.
Duties:Steering, bolt throwers(2/4), spotting
Special: Follow all the rules for balloons, Hate dark elves, catamaran. May not turn more than 90°
Rare
Phoenixcrafts
Phoenixcraft
Pts/350
M/7
WS/-
BS/-
S/6
T/7
W/7
I/-
A/-
Ld/-
Sv/3+
High Elf Crew
Pts/19
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/1
Ld/8
Sv/5+
Shipmaster
Pts/25
M/5
WS/4
BS/4
S/3
T/3
W/1
I/4
A/2
Ld/8
Sv/5+
Unit size: 1 phoenixcraft, 6-10 crew and 2 shipmasters. Up to 15 models may be aboard at the same time.
Weapons: Phoenixcrafts are armed with three repeater bolt throwers, from which one is forward only, whereas the others can't fire ahead. It is also armed with a spearboat.
Equipment: The crew is armed with hand weapons and heavy armour. The shipmasters are armed with a hand weapons and heavy armour.
Options:Any number of crew can be given longbows for +4 points.
Duties:Steering, bolt throwers(3/6), spotting
Special: Follow all the rules for balloons, Hate dark elves, May not turn more than 90°, Spearboat: The spearboat is an one use only item. It may be fired at any direction in the high elf shooting phase (Even when the ship is in combat). You may carry up to three models aboard the spearboat. The spearboat travels in a straight line at a stable speed of 10". It has a toughness of 4, 3 wounds and a save of 6+. There is no balloon, so when rolling hit locations, count rolls of 1-4 as misses. If the spearboat hits an enemy ship, it will automatically puncture the balloon in d6 places and fight one round of combat against the enemy models. It then continues straight ahead again. If it hits a friendly ship, the spearboat stops and the models inside are helped on the ship, if there is room. If there is no room, the model(s) that werent able to get off must continue travelling in the spearboat. If the spearboat moves off the table, models inside it are worth only half the victory points.
Skaven
Special rules: Warp engines. Any skaven ship may purchase warp engines for a cost of 15 points. The player may use them in the movement phase of his turn. When used, roll the artillery dice. Move the balloon straight ahead the amount rolled on the die in inches. If a misfire is rolled, roll a d6 and consult the table below:
1 Explosion. Any ship within 2d6 inches are hit d6 times on strenght 5 that can puncture balloons.
2 "It burns!" The engine blows flames all around, setting the ship on fire. The ship counts as burning.
3 "AIEEEeeee..." The ratmen are surprised as the balloon moves 6 inches backwards. Remove one of the crew members as a casualty.
4-5 "Foomph" Roll the artillery dice again and re-roll all misfires. The ship moves like normal when using warp engines. Place the flame template with the pointy end touching the rear of the ship and pointing straight behind the ship. Any ship hit by the template is hit once on strength 5 and is set on fire if wounded.
6 Roll the artillery dice again, re-rolling all misfires. Move the balloon double the distance indicated on the die. If it hits any ship, it causes impact hits on double strength.
Clanrats. Any ship can be given any number of clanrats (Limited by max models aboard-limit) for 5 points a piece. They have the following stats:
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/6+
They are armed with a hand weapon and a shield.
Warpguns. Instead of cannons, skaven ships are equipped with warpguns. They fire big, sharp pellets of warpstone. They have a max range of 30", a strength of d6, 3x multiple shots and are armour piercing. It takes 1 crew to handle a warpgun.
Heroes
Skaven Shiplord 0-5
Shiplord
Pts/70
M/5
WS/5
BS/4
S/4
T/3
W/2
I/6
A/2
Ld/6
Sv/5+
Unit size: 1
Equipment: The shiplord is armed with a hand weapon and a shield. He wears light armour.
Options: The shiplord may be given heavy armour for a cost of 5 points.
Special: Can only join a ramship or a plagueship.
Core
Clanships 2+
Clanship
Pts/30
M/7
WS/-
BS/-
S/4
T/4
W/4
I/-
A/-
Ld/-
Sv/5+
Skaven Crew
Pts/8
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/6+
Unit size: 1 clanship and 2 crew. Up to 5 models may be aboard at the same time. Skaven count as half models for these purposes.
Weapons: Clanships are unarmed.
Equipment: The crew is armed with hand weapons and shields.
Duties:Steering, spotting
Special: Follow all the rules for balloons, warp engines and clanrats.
Boarding crafts
Boarding craft
Pts/40
M/7
WS/-
BS/-
S/3
T/5
W/3
I/-
A/-
Ld/-
Sv/6+
Skaven Crew
Pts/8
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/6+
Unit size: 1 boarding craft and 1 crew. Up to 3 models may be aboard at the same time. Skaven count as half models for these purposes.
Weapons: Boarding craft are unarmed
Equipment: The crew is armed with hand weapons and shields.
Duties:Steering, spotting
Special: Follow all the rules for balloons, warp engines, clanrats and boarding hooks:
The ship is equipped with boarding hooks, that are launched to enemy ships that are charged by this ship. The hooks cannot be removed without destroying both ships totally, and so cannot be done. Ships that are connected to boarding craft by hooks, automatically move to low air, and move at half speed (rounding up). The two balloons must stay connected.
Special
Ramships
Ramship
Pts/120
M/7
WS/-
BS/-
S/9
T/7
W/6
I/-
A/-
Ld/-
Sv/4+
Skaven Crew
Pts/8
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/6+
Unit size: 1 ramship and 5 crew. Up to 8 models may be aboard at the same time. Skaven count as half models for these purposes.
Weapons: Ramships are armed with two warpguns.
Equipment: The crew is armed with hand weapons and shields.
Duties:Steering, warpguns(2), spotting
Special: Follow all the rules for balloons, warp engines, clanrats and warpguns.
Ram: The ship causes +2 impact hits
Rat Ogre Balloons 0-2
Rat Ogre Balloon
Pts/150
M/7
WS/-
BS/-
S/4
T/6
W/6
I/-
A/-
Ld/-
Sv/4+
Skaven Crew
Pts/8
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/6+
Rat Ogre
Pts/50
M/6
WS/3
BS/-
S/5
T/4
W/3
I/4
A/3
Ld/6
Sv/6+
Unit size: 1 rat ogre balloons, 4 crew and up to 2 rat ogres. Up to 8 models may be aboard at the same time. Skaven count as half models for these purposes, rat ogres count as 3 models.
Weapons: Rat ogre balloons are unarmed
Equipment: The crew is armed with hand weapons and shields.
Duties:Steering, spotting, handling rat ogres
Special: Follow all the rules for balloons, warp engines and rat ogres: If the balloon charges or is charged, the enemy must roll for leadership. If they fail, they must flee. Rat ogres cannot steer any ship, nor can they put out fires.
Rare
Plagueships
Plagueship
Pts/190
M/7
WS/-
BS/-
S/7
T/7
W/6
I/-
A/-
Ld/-
Sv/4+
Skaven Crew
Pts/12
M/5
WS/3
BS/3
S/3
T/3
W/1
I/4
A/1
Ld/5
Sv/5+
Unit size: 1 plagueship and 9 crew. Up to 10 models may be aboard at the same time. Skaven count as half models for these purposes.
Weapons: Plagueships are armed with four warpguns, from which one is forward only.
Equipment: The crew is armed with hand weapons, shields and light armour.
Duties:Steering, warpguns(4), spotting
Special: Follow all the rules for balloons, warp engines, clanrats, warpguns, ratswarms. Can turn only 90°
The ship is full of rats; small and big. If the ship has suffered more than 2 wounds, the small rats try to get off the ship. The rats swarm any craft within d6 inches of the ship, as they jump and climb, trying to save themselves. If they get on an enemy ship, they fight the crew The rat swarm has the following stats:
M/5
WS/3
BS/-
S/2
T/2
W/4
I/4
A/4
Ld/5
Sv/-
DWARFS
Special Rules:
Dwarf Engineers can fix punctures in a ship. Can repair up to two per turn and may not do anything during that turn. Also a dwarf engineer may spend his shooting phase to help a cannon fire. Guess the range twice before shooting, and choose the one you like.
Dwarf bolt throwers have a range of 32" and a strenght of 6. Bolt throwers require two crew to fire.
Runeships and forgeships may be given one rune, chosen from the list below:
Rune of speed 15pts: Add 1 to the speed value of the balloon
Rune of resistance 20pts: Add 1 to the toughness value of the balloon
Rune of strength 20pts: Add 1 to the strength value of the balloon
Rune of fury 40pts: The ship does double impact hits when charging
Heroes
Thane 0-5
Thane
Pts/70
M/3
WS/5
BS/4
S/4
T/4
W/2
I/3
A/3
Ld/9
Sv/5+
Unit size: 1
Equipment: The thane is armed with a hand weapon and wears heavy armour.
Options: The thane may be armed with a great weapon for a cost of 5 points or a thunderer handgun for 12 points.
Special: Can only join a Runeship or a Forgeship.
Core
Bolt thrower Balloons 1+
Bolt thrower Balloon
Pts/90
M/8
WS/-
BS/-
S/4
T/7
W/6
I/-
A/-
Ld/-
Sv/4+
Crew
Pts/10
M/3
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Engineer
Pts/30
M/3
WS/4
BS/4
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Unit size: 1 bolt thrower balloon, 1-3 crew, 0-1 engineers. Up to 5 models may be aboard at the same time.
Weapons: Bolt thrower Balloons are armed with a bolt thrower.
Equipment: The crew is armed with a single hand weapon and light armour. The engineer is armed with a hand weapon and a thunderer handgun and light armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points. The engineer can be given heavy armour for 5 points.
Duties:Steering, bolt thrower(2), spotting
Special: Follow all the rules for balloons and dwarf engineers.
Cannon Balloons 1+
Cannon Balloon
Pts/90
M/8
WS/-
BS/-
S/4
T/7
W/6
I/-
A/-
Ld/-
Sv/4+
Crew
Pts/10
M/3
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Engineer
Pts/30
M/3
WS/4
BS/4
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/6+
Unit size: 1 cannon balloon, 1-3 crew, 0-1 engineers. Up to 5 models may be aboard at the same time.
Weapons: Cannon Balloons are armed with a cannon.
Equipment: The crew is armed with a single hand weapon and light armour. The engineer is armed with a hand weapon and a thunderer handgun and light armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points. The engineer can be given heavy armour for 5 points.
Duties:Steering, cannon, spotting
Special: Follow all the rules for balloons and dwarf engineers.
Special
Runeships
Runeship
Pts/200
M/6
WS/-
BS/-
S/5
T/8
W/7
I/-
A/-
Ld/-
Sv/3+
Crew
Pts/14
M/3
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/5+
Engineer
Pts/35
M/3
WS/4
BS/4
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/5+
Unit size: 1 runeship, 4-6 crew, 1-2 engineers. Up to 10 models may be aboard at the same time.
Weapons: Runeships are armed with two cannons and two bolt throwers.
Equipment: The crew is armed with a single hand weapon and heavy armour. The engineer is armed with a hand weapon and a thunderer handgun and heavy armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points.
Duties:Steering, cannons(2)+bolt throwers(4), spotting
Special: Follow all the rules for balloons and dwarf engineers. Can turn only 90°
Gyrocopters
Gyrocopter
Pts/120
M/9
WS/-
BS/-
S/-
T/6
W/3
I/-
A/-
Ld/-
Sv/5+
Crew
Pts/-
M/3
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/-
Unit size: 1 gyrocopter, 1 crew. 1 model may be aboard at the same time. You may take up to three gyrocopters as one special choice.
Weapons: Gyrocopters are armed with a lead gun.
Equipment: The crew is armed with a single hand weapon.
Special: Lead gun: The lead gun shoots multiple small pellets of lead. The weapon uses the flame template, has a strenght of 3 and is armour piercing.
Rare
Forgeships
Forgeship
Pts/340
M/6
WS/-
BS/-
S/6
T/8
W/8
I/-
A/-
Ld/-
Sv/3+
Crew
Pts/14
M/3
WS/4
BS/3
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/5+
Engineer
Pts/35
M/3
WS/4
BS/4
S/3
T/4
W/1
I/2
A/1
Ld/8
Sv/5+
Unit size: 1 forgeship, 8-12 crew, 2 engineers. Up to 16 models may be aboard at the same time.
Weapons: Forgeships are armed with two organ guns, which are forward only, two cannons and a bolt thrower.
Equipment: The crew is armed with a single hand weapon and heavy armour. The engineers are armed with a hand weapon, a thunderer handgun and heavy armour.
Options: Any amount of crew can be given great weapons for a cost of +3 points.
Duties:Steering, organ guns(2)+cannons(2)+bolt thrower(2), spotting
Special: Follow all the rules for balloons. Can turn only 90°
Organ guns use the same rules as the ones in the dwarf army book. They require one crew member to work
Ogres
Special Rules:
Ironfist. Ogres in balloons may take an ironfist (for the cost noted on the ships stats), which acts like an additional hand weapon OR a shield
Cannons. Ogres can also be given cannons, which are shot like the normal cannons in the main rules, may move and shoot and are not stationary (ie, can move to an other ship). Ogres cannot, however, use any other shooting weapon (stationary cannons, bolt throwers etc.)
Spikeram. If the ship charges an enemy balloon front first, it causes d6 more impact hits.
Dogs of war. Any ogre ship with the "Dogs of War" special rule can be taken to other fleets as a rare choice.
Heroes
Ogre Balloonmaster 0-5
Balloonmaster
Pts/130
M/6
WS/4
BS/3
S/5
T/5
W/3
I/3
A/4
Ld/9
Sv/6+
Unit size: 1
Equipment: The balloonmaster is armed with a hand weapon and light armour
Options: The balloonmaster may be armed with an ironfist for 8 points and may upgrade his light armour to heavy armour for 6 points
Special: Can only join a gutship or a mawship
Core
Ogre Balloons
Ogre Balloon
Pts/70
M/7
WS/-
BS/-
S/5
T/6
W/5
I/-
A/-
Ld/-
Sv/5+
Ogre Crew
Pts/40
M/6
WS/3
BS/2
S/4
T/4
W/3
I/2
A/3
Ld/7
Sv/-
Unit size: 1 ogre balloon, 1 crew. Up to 5 models may be aboard at the same time. Remember that ogres count as 3 models for these purposes.
Weapons: Ogre balloons are unarmed
Equipment: The crew member is armed with a hand weapon and a cannon
Options: The crew member may be given an ironfist for 4 points
Duties:Steering, spotting
Special: Follow all the rules for balloons, Dogs of War
Gnoblar Balloons
Gnoblar Balloon
Pts/20
M/9
WS/-
BS/-
S/4
T/4
W/2
I/-
A/-
Ld/-
Sv/-
Gnoblar Crew
Pts/4
M/4
WS/2
BS/2
S/2
T/2
W/1
I/4
A/1
Ld/5
Sv/-
Unit size: 1-3 gnoblar balloons, 6-8 crew. Up to 4 models may be aboard at the same time. Gnoblars count as half models for these purposes
Weapons: Gnoblar balloons are armed with a gnoblar bolt thrower
Equipment: The crew members is armed with hand weapons
Duties:Steering, firing(2), spotting
Special: Follow all the rules for balloons. Gnoblar bolt throwers have a range of 32" and a strenght of 4.
Special
Gutships
Gutship
Pts/180
M/7
WS/-
BS/-
S/7
T/7
W/7
I/-
A/-
Ld/-
Sv/5+
Ogre Crew
Pts/40
M/6
WS/3
BS/2
S/4
T/4
W/3
I/2
A/3
Ld/7
Sv/-
Unit size: 1 gutship, 2-4 crew. Up to 15 models may be aboard at the same time. Remember that ogres count as 3 models for these purposes.
Weapons: Gutships are armed with a spike ram.
Equipment: The crew members are armed with hand weapons. One of them is armed with a cannon.
Options: Any amount of crew may be given ironfists for 4 points. One crew member may be given an cannon for 18pts.
Duties:Steering, spotting
Special: Follow all the rules for balloons, Dogs of War
Digesters
Digester
Pts/220
M/7
WS/-
BS/-
S/7
T/7
W/7
I/-
A/-
Ld/-
Sv/5+
Ogre Crew
Pts/40
M/6
WS/3
BS/2
S/4
T/4
W/3
I/2
A/3
Ld/7
Sv/-
Unit size: 1 digester, 3-4 crew. Up to 15 models may be aboard at the same time. Remember that ogres count as 3 models for these purposes.
Weapons: Digesters are armed with a metal maw.
Equipment: The crew members are armed with hand weapons. Two of them ar armed with cannons.
Options: Any amount of crew may be given ironfists for 4 points.
Duties:Steering, metal maw spotting
Special: Follow all the rules for balloons.
Metal maw: If the ship moves into close combat so that the ships front touches the enemy ship, the maw will start biting the enemy balloon. It attacks d6 times with strength 3 and has killing blow (only against the crew of the ship) with WS 2. It can also suck balloons closer to it in the shooting phase. This has a range of 12", and it moves the target ship d6" closer. The metal maw requires 1 crew to work.
Rare
Mawships
Mawship
Pts/340
M/7
WS/-
BS/-
S/7
T/8
W/8
I/-
A/-
Ld/-
Sv/4+
Ogre Crew
Pts/48
M/6
WS/3
BS/2
S/4
T/4
W/3
I/2
A/3
Ld/7
Sv/5+
Unit size: 1 mawship, 3-6 crew. Up to 25 models may be aboard at the same time. Remember that ogres count as 3 models for these purposes.
Weapons: Mawships are armed with a spike ram and a mawgun
Equipment: The crew members are armed with hand weapons and heavy armour. Two of them are armed with a cannon.
Options: Any amount of crew may be given ironfists for 4 points. Two crew members may be given cannons.
Duties:Steering, mawgun(2) spotting
Special: Follow all the rules for balloons. May turn only 90°
Mawgun: The mawgun is a lethal flame throwing device, which uses the Maw's godly powers to emit a screaming, white flame. The weapon uses the flame template. It has a strenght of 6, causes d6 wounds and allows no armour saves. Any balloon that is hit, catches automatically fire. The weapon can only be fired ahead. When firing, roll d6. If you get 1, the weapon explodes and causes d6 strength 5 hits on the mawship, and cannot be used again during this game. Enemy balloons that have been hit must roll for leadership. If failed, they flee as described in the Leadership section
Scaly skin: Any lizardman model with this rule has a +1 to their save
[EDIT]Tykkejä muuneltu heikommiksi. Määrä kuitenkin sama.
Erikoissääntöjen järjestelyä. Nyt helppolukuisempaa.
Örkkien säänöt lisätty, edelliset jaoteltu Empireksi
Lisätty palloihin strength (Impact hits)
Statit järjestelty
Special rulet rotukohtaisesti
Gobbot lisätty örkeille
Empiren light mortar
Empiren insinööri autaa ampumisessa, hinta noussut hieman
Night Goblin balloon
Ystävällisiin palloihin siirtyminen sallittu
Palloissa tietty raja, kuika monta figua saa olla kyydissä.
Liiturit lisätty Empirelle, örkit saavat uuden aluksen lähiaikoina.
Empire statit muunneltu oikeammiksi
Örkkien statit oikeammiksi
Goblin balloon lisätty
Dark Elffit lisätty
Dark Elf alusten pistehintoja nostettu 10-30 pisteellä. Doomship halvempi
Delffeille Nightcraft
High Elffit lisätty
Jatkuva vahinko (tulipalot, puhjenneet pallot) selvennetty
Skavenit lisätty
Dwarffit lisätty (vihdoinkin)
Skaveneita paranneltu
Ogret lisätty
Ogreille Digester
Kääpiöille gyrocopteri
Koko "Crew" -järjestely uusittu, jokaisella pallolla oma "Duties" palsta
Muokkailtu vähän eri listoja (Pääosin ogreja, myös dark elfit saivat pieniä muutoksia)
Dogs of War sääntö lisätty ogreille
Viimeksi muokannut Madharia, Su 03.04.2005 13:07. Yhteensä muokattu 41 kertaa.
- Cannonball
- Viestit: 898
- Liittynyt: Ke 12.11.2003 18:55
- Paikkakunta: turku
Kenties kansirykkejä, vaikka single S6-7 Hitti? Tykit olisi vähän liika painavia, ja ajattele vielä sitä ammusläjää, kun yksi kuula painaisi 10 kiloa. Pieniin palloihin 2 kansitykkiä, airshippiin 4 ja battleshippiin 6?
Väitä vastaan, olen mestari.
"Routiolainen Kirjailijanalku joka pitää Pahis-sitruunoista."
I'm just a soul whos intentions are good, oh Lord, don't let me be misunderstood.
"Routiolainen Kirjailijanalku joka pitää Pahis-sitruunoista."
I'm just a soul whos intentions are good, oh Lord, don't let me be misunderstood.
Tai sitten kanuunoiden poistamisen sijasta kasvatettaisiin pallojen kokoja kaksin tai kolmen kartaiseksi. Ja kun kyseessä olisi faban sääntöjen sovelma ei sovi unohtaa magiaa ja sen vaikutusta pallojen taivaalla pitämisessä.
Yrska
Yrska
Taitojaan ei saa hukata => Silloin kun inspiraatio iskee, niin muu maailma saa odottaa.
Örkki pieni ilmalaiva
Core
Kolme örkkiä korissa.
Yksi niistä on big 'un
normaalit örkit voidaan
varustaa jousilla +3pts/modeli
kaikki örkit on valmiiksi varustettu kevyellä haarniskalla
ja chopalla.
örkeille voidaan antaa kilvet +2pts/modeli
Pallo voidaan varustaa piikeillä ja pistimillä, jolloin törmätessä heitetään d6 jos tulos on 6 vihollisen laiva puhkeaa
laiva saa myös +1 impact hitin+15pts
____________
rules:
animosity:
Örkit ovat siirtyneet heille outoon ympäristöön, ilmaan. Monelle tämä on niin suuri shokki, että on pakko saada lyödä jotakin, tai edes vähän purasta. Niin kauan, kuin laivassa on edes kaksi miehistön jäsentä
täytyy pelaajan heittää vuoron alussa animosity heitto
Da boss of da ball:
Big 'un on laivan pomo, sillä sattuu olemaan suurin sen kyydissä ja on ainoa, jolla on pienintäkään hajua, miten koko hökötystä ohjataan...
Kun big 'un kuolee liikkuu laiva scatter dicen mukaan 2d6 tuumaa, jos pelaaja haluaa sillä liikkua. jos laivassa on yhtään miehistöä voi pelaaja päättää pysyä paikallaan, eikä laiva silloin liiku, kuin tuulen mukaan
Let's throw dem pieces at dem!!!x:
Örkit voivat rikkoa laivansa korista palasia ja heittää niitä kohti lusmuavaa vihollista. heittäminen heitetään BS testillä ja kantomatka on 2d6 tuumaa. Palasten strenghti on 2
(big 'unin heittämien str on 4), mutta niissä on killing blow
(ei ole ogreilta matkittu... eihän.
)
jokaisella heitolla oma ilmalaiva kärsii yhden woundin ilman mitään saveja (örkit hajottavat omaa laivaansa, jotta saavat jotakin heitettävää)
Laiva voi hajota tällä tavalla.
See all around da place:
Örkit voivat ampua joka suuntaan
Orc airship:55pts
m/6
...
t/7
w/7
...
save: 4+
Heti oli pakko keksiä örkkisäännöt... olenkohan viettänyt liian paljon aikaa örkkijuttuja kehitellen... ..!..
HYcältä kuulostaa nuo sun säännöt, mutta kerrontaankos niissä pallojen impact hittien str?? vai olenko vain sokea ja huono huomaamaan tärkeitä yksityiskohtia.
pakko kai se on keksiä säännöt vielä night goblin, black orc ja goblin ilmalaivoille... Spearchukka ilmalaivassa... squiglobber ilmalaivassa!..
aaaaAAahhh...
Core
Kolme örkkiä korissa.
Yksi niistä on big 'un
normaalit örkit voidaan
varustaa jousilla +3pts/modeli
kaikki örkit on valmiiksi varustettu kevyellä haarniskalla
ja chopalla.
örkeille voidaan antaa kilvet +2pts/modeli
Pallo voidaan varustaa piikeillä ja pistimillä, jolloin törmätessä heitetään d6 jos tulos on 6 vihollisen laiva puhkeaa
laiva saa myös +1 impact hitin+15pts
____________
rules:
animosity:
Örkit ovat siirtyneet heille outoon ympäristöön, ilmaan. Monelle tämä on niin suuri shokki, että on pakko saada lyödä jotakin, tai edes vähän purasta. Niin kauan, kuin laivassa on edes kaksi miehistön jäsentä
täytyy pelaajan heittää vuoron alussa animosity heitto
Da boss of da ball:
Big 'un on laivan pomo, sillä sattuu olemaan suurin sen kyydissä ja on ainoa, jolla on pienintäkään hajua, miten koko hökötystä ohjataan...
Kun big 'un kuolee liikkuu laiva scatter dicen mukaan 2d6 tuumaa, jos pelaaja haluaa sillä liikkua. jos laivassa on yhtään miehistöä voi pelaaja päättää pysyä paikallaan, eikä laiva silloin liiku, kuin tuulen mukaan
Let's throw dem pieces at dem!!!x:
Örkit voivat rikkoa laivansa korista palasia ja heittää niitä kohti lusmuavaa vihollista. heittäminen heitetään BS testillä ja kantomatka on 2d6 tuumaa. Palasten strenghti on 2
(big 'unin heittämien str on 4), mutta niissä on killing blow
(ei ole ogreilta matkittu... eihän.
jokaisella heitolla oma ilmalaiva kärsii yhden woundin ilman mitään saveja (örkit hajottavat omaa laivaansa, jotta saavat jotakin heitettävää)
Laiva voi hajota tällä tavalla.
See all around da place:
Örkit voivat ampua joka suuntaan
Orc airship:55pts
m/6
...
t/7
w/7
...
save: 4+
Heti oli pakko keksiä örkkisäännöt... olenkohan viettänyt liian paljon aikaa örkkijuttuja kehitellen... ..!..
HYcältä kuulostaa nuo sun säännöt, mutta kerrontaankos niissä pallojen impact hittien str?? vai olenko vain sokea ja huono huomaamaan tärkeitä yksityiskohtia.
pakko kai se on keksiä säännöt vielä night goblin, black orc ja goblin ilmalaivoille... Spearchukka ilmalaivassa... squiglobber ilmalaivassa!..
aaaaAAahhh...
The day Microsoft makes something that doesn't suck is probably the day they start making vacuum cleaners ;D
Juupa juu tämä näytti kivalta... eri kivalta....
Nyt vaan täytyy rakentaa pari kuumailmapalloo....
tuollahan voisi olla vaikka joillain roduilla(high elfs,wood elf um) mukana lentäviä yksiköitä... Kotkia,lohikäärmeeksiä,örkeillä wyvern ja kaikkea muuta hauskaa ja noi örkki säännöt näytti hulpeilta.
nyt vaan hikke elfeille keksii sääntöjä.
Nyt vaan täytyy rakentaa pari kuumailmapalloo....
tuollahan voisi olla vaikka joillain roduilla(high elfs,wood elf um) mukana lentäviä yksiköitä... Kotkia,lohikäärmeeksiä,örkeillä wyvern ja kaikkea muuta hauskaa ja noi örkki säännöt näytti hulpeilta.
nyt vaan hikke elfeille keksii sääntöjä.
-
Zymeth Salkir Dkhan
- Viestit: 1750
- Liittynyt: Pe 05.07.2002 00:12
- Paikkakunta: Turku
Nyt näyttää mainiolta!
hmmm... hurja idea: night gobbo ilmapallo. Fluffillisesti typerä, sillä night goblinithan asustelevat luolissa maan uumenissa, mutta pakko on silti tehdä.
Rare-
Night goblin zeppelin
The night goblin balloon has a crew of 5 night goblins
3 of wich crew the squiglobber of the zeppelin.
The squiglobber has all the normal rules of a stonethrower.
The zeppelin carries only 3 sguiqs and so the lobber can only fire three times during the game.
If you roll a misfire on the artillery dice
roll a d6 for this chart:
1-Total chaos: some of the squigs escape their cages and start eating the goblin crew. Roll a d3 to see how many squigs manage to escape.
The escaping squigs attack the crew of the zeppelin and bounce off mith a huge jump. each squig jumps 2d6 in a random direction and if this brings the squig into contact with any airship, friend or foe, the squig will attack and then fall down through the clouds.
If a squig doesn't hit any aircraft it will fall with a terrible screaming voice and will eventyually disappear into the clouds.
2-3- slip: one of the crew loading the lobber accidentally drops the squig into the world below. The lobber cannot be fired this turn and one squig is substracted from the total amount of squigs left on the zeppelin.
4- ...
jatkan charttia vähän ajan päästä... täytyy mennä pois.
No characters may join the nightgoblin zeppelins because even orcs are wise enough to stay away from the balls of fury and razor sharp teeth also known as squigs.
hmmm... hurja idea: night gobbo ilmapallo. Fluffillisesti typerä, sillä night goblinithan asustelevat luolissa maan uumenissa, mutta pakko on silti tehdä.
Rare-
Night goblin zeppelin
The night goblin balloon has a crew of 5 night goblins
3 of wich crew the squiglobber of the zeppelin.
The squiglobber has all the normal rules of a stonethrower.
The zeppelin carries only 3 sguiqs and so the lobber can only fire three times during the game.
If you roll a misfire on the artillery dice
roll a d6 for this chart:
1-Total chaos: some of the squigs escape their cages and start eating the goblin crew. Roll a d3 to see how many squigs manage to escape.
The escaping squigs attack the crew of the zeppelin and bounce off mith a huge jump. each squig jumps 2d6 in a random direction and if this brings the squig into contact with any airship, friend or foe, the squig will attack and then fall down through the clouds.
If a squig doesn't hit any aircraft it will fall with a terrible screaming voice and will eventyually disappear into the clouds.
2-3- slip: one of the crew loading the lobber accidentally drops the squig into the world below. The lobber cannot be fired this turn and one squig is substracted from the total amount of squigs left on the zeppelin.
4- ...
jatkan charttia vähän ajan päästä... täytyy mennä pois.
No characters may join the nightgoblin zeppelins because even orcs are wise enough to stay away from the balls of fury and razor sharp teeth also known as squigs.
The day Microsoft makes something that doesn't suck is probably the day they start making vacuum cleaners ;D
-
Zymeth Salkir Dkhan
- Viestit: 1750
- Liittynyt: Pe 05.07.2002 00:12
- Paikkakunta: Turku
Aika toimivia, monimutkaisuuden takia mitkään isommat laivastot eivät toimi, mutta pari hoituu ongelmitta.Madharia kirjoitti: Ovatko ne hyviäkin ne säännöt. Pitää ehkä hankkia lähiaikoina.
PS. Huomatkaa myös editit pääpostauksessa.
We will march, until whole world is in his colours, his glory and his madness.
Kiitos, kun jatkoit tuota charttia. Taas näyttää paremmalta!
Onhan tässä pakko ruveta väsäämään örkki ilmalaivastoa
Taidan tehdä vaan monta ilmalaivaa ja muita häkkyröitä, joiden korit ovat niin suuret, että figut mahtuvat baseineen kaikkineen sinne sisuksiin, ettei tarvitse figuista normaalissa pelikäytössä luopua.
Keksin vain jonkun erikoisen nopean tavan tehdä noita palloja, jotka noita laivoja leijuttaa. Onkos kenelläkään kuvaa tuollaisesta paperimassa/paperi jutusta??
Se nimittäin kiinnostaisi.
Uusi idea. charactereihin velhoja...
orc shaman, empire wizard...
Jos saan hurjan työpuuskan päälle, niin varmasti saatte kuvia aluksista...
Onhan tässä pakko ruveta väsäämään örkki ilmalaivastoa
Taidan tehdä vaan monta ilmalaivaa ja muita häkkyröitä, joiden korit ovat niin suuret, että figut mahtuvat baseineen kaikkineen sinne sisuksiin, ettei tarvitse figuista normaalissa pelikäytössä luopua.
Keksin vain jonkun erikoisen nopean tavan tehdä noita palloja, jotka noita laivoja leijuttaa. Onkos kenelläkään kuvaa tuollaisesta paperimassa/paperi jutusta??
Se nimittäin kiinnostaisi.
Uusi idea. charactereihin velhoja...
orc shaman, empire wizard...
Jos saan hurjan työpuuskan päälle, niin varmasti saatte kuvia aluksista...
The day Microsoft makes something that doesn't suck is probably the day they start making vacuum cleaners ;D
Taikuuden ajattelin lisätä vasta sitten kun on noita rotuja hieman lisää (Haltiat, kääpiöt(!!), chaos). Ja juuri sitä, että figuja siirrellään basejen kanssa ajattelinkin, koska kun valtaat vihollisen aluksen, pitää omien ukkojesi siirtyä sinne. Itse myös ajattelin örkkilaivastoa, jossa goblinit polkevat palloja eteen päin 
Paperimassaa ei ehkä kannata niin paljoo käyttää, ellei todella tukevasti kiinnitä sitä (Liisterikerros päälle). Paperimassasta voisi kyllä tehdä palloon irotettavia "reikiä"
Paperimassaa ei ehkä kannata niin paljoo käyttää, ellei todella tukevasti kiinnitä sitä (Liisterikerros päälle). Paperimassasta voisi kyllä tehdä palloon irotettavia "reikiä"
nurglen laivat on suuriin lentäviin hyönteisiin/mörköihin kiinnitettyjä koreja...
tzeentchin ilmalaivoissa ei ole edespalloja, ne on vaan sellasia diskejä...
Kääpiöiden laivat on peitetty runeilla, jotka mahdollistavat leijumisen...
Helffien laivatkin varmaan pysyvät ilmassa magialla...
En tiedä muista armeijoista paljoa...
tzeentchin ilmalaivoissa ei ole edespalloja, ne on vaan sellasia diskejä...
Kääpiöiden laivat on peitetty runeilla, jotka mahdollistavat leijumisen...
Helffien laivatkin varmaan pysyvät ilmassa magialla...
En tiedä muista armeijoista paljoa...
The day Microsoft makes something that doesn't suck is probably the day they start making vacuum cleaners ;D