Dogs of War

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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?
this unit would be cheesy
Not sure how you got from Knights to ghost pirates, but cool none the less! Reminds me of the Zombie Pirates army list!
Points wise, I'd say...
450? It is a giant ghost chariot with cannons that flies after all, even Queen Bess was only 250.
how about 1000 points?

A terrorcausing flying creature, with an average of 5 shots per side of the ship on a BS4 S5 armour piercing d3 wounds?
Wow, I really do have a problem with underestimating point costsUndecided. Maybe not 1000, but 700, and it needs to take up multiple rare slots. It is really big and powerful after all.
naah, no 2 rares, rather 2 special and a rare, so you can have to of em in a 2000pts game Big Grin
Make it also a 0-1 choice.
Hell yeah. Then maybe we can get some sharks with laser beams attached to their friggen' heads.
I'm with bilbo, make it cost about 700 points and be a 0-1 choice that takes up 2 rare slots.

P.S.
M WS BS S T W I A Ld
shark 6 4 - 4 4 1 4 2 8
points: 30 points each
unit size: 1-15
equipment: teeth and head-lasers
special rules: may only be deployed and move in aquatic terrain

head-laser. Range; 24". Strength; 5. Rules: armour piercing
submarine:
m ws bs s t w i a ld
5 - - 9 9 9 1 0 10

can only move trough water
shoots nucliar missiles:
range: unlimited
10d6 + 20 blast
str 10 no saves allowed
armorsave: -5+, 1+ wardsave

suck this biach!! Tongue
Guy's you are going a little nuts. Leave that to GW game designers.
OkaY, I'll calm down. And this is nothing compared to gw stuff!
(goes and cries over Space Wolf Thunderwolf Cavalry...)
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