02-21-2010, 10:13 AM
the freelance knight gave me inspiration for an ghost-pirateship
crew: m ws bs s t w i a ld
4 3 4 3 3 1 3 1 6
flying dutchmen:m ws bs s t w i a ld
0 0 0 6 7 80 0 5
special rules:
ghost: the ship may fly and threat all terrain as open ground in any ways
armor save:the ship has an armor save of 4+, the crew 3+, both 5+ ward save
inpact hits: it causes d6 inpact hits
shooting: randomise 1-5 ship, 6 crew(d6)
close combat: 1-5ship, 6 crew
etherael: can only be damaged by magical attacks
crew: the ship has 8 crew, each armed with pistols and hw
instable: everytime the ship gains a would, it must take a ld stest, if failed, it takes another wound, no armorsaves allowed and when all crew is dead, it collapses.
terror: a pirate ship with a scary crew is terrefieing, it causes terror
cannons: in the lower deck, there are ghost slaves who are crew of the cannons, roll a artillery dice for each side, that are the number of shots fired, roll to hit and to wound as normal, using bs 3
cannon: s5 armor piercing, d3 wounds
whenever a unit suffer a wound of these cannons, it must take a panic test, if misfire, no shots are fired thit turn
size: the size of the ship is huge, so make it huge!! and ofcourse make it scary!!
i still dont know what the point cost will be, any ideas?
crew: m ws bs s t w i a ld
4 3 4 3 3 1 3 1 6
flying dutchmen:m ws bs s t w i a ld
0 0 0 6 7 80 0 5
special rules:
ghost: the ship may fly and threat all terrain as open ground in any ways
armor save:the ship has an armor save of 4+, the crew 3+, both 5+ ward save
inpact hits: it causes d6 inpact hits
shooting: randomise 1-5 ship, 6 crew(d6)
close combat: 1-5ship, 6 crew
etherael: can only be damaged by magical attacks
crew: the ship has 8 crew, each armed with pistols and hw
instable: everytime the ship gains a would, it must take a ld stest, if failed, it takes another wound, no armorsaves allowed and when all crew is dead, it collapses.
terror: a pirate ship with a scary crew is terrefieing, it causes terror
cannons: in the lower deck, there are ghost slaves who are crew of the cannons, roll a artillery dice for each side, that are the number of shots fired, roll to hit and to wound as normal, using bs 3
cannon: s5 armor piercing, d3 wounds
whenever a unit suffer a wound of these cannons, it must take a panic test, if misfire, no shots are fired thit turn
size: the size of the ship is huge, so make it huge!! and ofcourse make it scary!!
i still dont know what the point cost will be, any ideas?
. Maybe not 1000, but 700, and it needs to take up multiple rare slots. It is really big and powerful after all.
