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 Post subject: Iron Hill Chariot
PostPosted: Fri Apr 22, 2016 9:37 am 
Kinsman
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So after watching DC hobbit league's new profile ideas I came up with my take on the iron hill chariot.

Iron hill chariot. (Dwarf) 150pts

Move F S D A W C
8"/20cm 0 4 8 0 4 0

Composition: An iron hills chariot consists of the chariot itself fitted with an iron hill bolt caster and one iron hill dwarf rider armed with a hand weapon and two iron hill dwarf passengers armed with hand weapons.

Options:

Crew:
Two handed axes 5pts each

Chariot:
Scything blades 15pts
Superior construction 15pts

An iron hills chariot follows all the normal rules for a monstrous mount with the following exceptions:

1. The chariot cannot jump obstacles that form a physical barrier, such as hedges, fences or rocks. It may attempt to cross such obstacles as streams and gullies if the controlling player wishes, but if a 1 is rolled on the jump test, the chariot is automatically destroyed and the crew are thrown.
2. Chariots allow greater freedom for movement, and make for much more stable fighting platform than other steeds. A model riding a chariot may use a two-handed weapon if it wishes.

Special rules:

Battle Platform: The Chariot holds Three Iron Hill dwarves. An iron hills chariot can move half its distance and still fire it's Iron Hills bolt caster, this is an exception to the normal rules for a crossbow. The bolt caster is fired by one of the passengers and may be shot even if engaged in combat. If no passengers remain then the bolt caster may not be fired. If the chariot is shot at, the firer doesn't need to randomise to see who is hit (as he would normally for a mounted model) but hits the nearest crew member instead, though he must treat the chariot as being In the Way. Such is the size of the chariot that any In The Way test to hit the crew of the chariot will only pass on a roll of a 6. In addition when targeting a crew member in combat an In The Way test must be taken before rolling to wound. Should the rider be slain, one of the passengers moves to take his place. Because the crew members on the chariot are integral models, each time one is slain, use a marker or dice to remind you that there is one less passenger. The chariot cannot carry any passengers other than the crew members. If the chariot is destroyed roll an individual thrown rider for each remaining crew member.

Magical Powers and the Iron Hills Chariot: The Iron Hills Chariot is immune to the effects of all Transfix,Immobilise, Command and Compel magical powers – or indeed any other magical powers or abilities that would prevent it from moving normally. These spells can, however, be directed against the model controlling the Chariot – in this case the Iron Hills Chariot will be affected instead.
If a crew member in the Iron Hills Chariot is hit by a Sorcerous Blast, it is damaged as normal but not moved. Instead, the controlling player rolls a D6. On a 1‐3 the model is knocked to the ground in the Chariot. On a roll of 4‐6 the model falls out of the chariot and to the ground below and takes a thrown rider test and fall damage.

Immovable Object: An Iron Hills Chariot cannot be knocked to the ground or otherwise moved against its will.

Slam!: If an Iron Hills chariot charges into combat with one or more enemy models, each foe contacted automatically suffers a strength 5 hit. If these models are all slain, the chariot can continue to move - potentially charging and crushing more foes along the way.

Only Counts as One. The Iron Hills chariot and its crew count as a single model in a warband, and a single model for the purposes of working out your Break Point. If your army is Broken, unless subject to a friendly Hero's Stand Fast! rule, make a single Courage test using the Crew’s Courage value to see if the model flees from the battlefield.

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Upgrades:

Scything blades: A chariot equipped with this upgrade may re-roll results of a 1 when making a slam.

Superior construction: A chariot with this upgrade provides its crew with resistance to magic.

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Weapon Rules:

Iron hill bolt caster: This follows all the normal rules for a crossbow with a strength of 5.

Short range: An iron hills bolt caster has a range of 12" rather than the normal 24"

Rapid fire: An Iron hills bolt caster fires D6 shots each turn rather than one.
This is my take on the chariot, what does everyone think?


Last edited by infinateremains on Mon Apr 25, 2016 8:30 am, edited 1 time in total.
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 Post subject: Re: Iron Hill Chariot
PostPosted: Sat Apr 23, 2016 5:53 pm 
Elven Elder
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Way too complicated. I legit couldn't finish reading all of those rules, there's more here than the Mumak has.

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 Post subject: Re: Iron Hill Chariot
PostPosted: Mon Apr 25, 2016 7:42 am 
Kinsman
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Thanks for the feedback, I'll take another look to refine it somewhat, just remember that the iron hills bolt caster would most probably have rules on a different page if it were to be arranged in a book. The inspiration for the rules were between a great beast, a mumak and a khand chariot so that is why they look long. It's rules are somewhat on the long side but it is one of those models that, like the great beast and mumak, requires quite long rules. Any suggestions to simplify would help, rather than just announcing that they are too long. :)
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 Post subject: Re: Iron Hill Chariot
PostPosted: Mon Apr 25, 2016 8:25 am 
Kinsman
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I've split up the rules to hopefully make them a bit easier to read. Upon another inspection, the rules are only slightly longer than that of the great beast, so the mumak is longer.
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 Post subject: Re: Iron Hill Chariot
PostPosted: Thu May 12, 2016 10:55 am 
Wayfarer
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I had a go at the chariot as well, and i see what you mean with the need for special rules. Anyway, here's my take:

Iron Hills War Chariot Pts: (don't know yet... 200?)

...........F ..S D A W C
Dwarf 4/4+ .3 6 1 1 4
Chariot - ....6 9 - 3 -

Repeating Range Str
Crossbow 24" .....5 May reroll misses

Unit consists of 1 Chariot and 3 Iron Hills Dwarf riders*. That Chariot has a move distance of 10” and a capacity of 3.

Wargear: Iron Hills Dwarf riders wear Dwarf armour and carry axes. For an additional cost two riders (the fighters*) may take the following:
Throwing Weapons: 1 pt each
Lances: 1 pt each

The Chariot is equipped with a Repeating Crossbow. For an additional cost it may be equipped with the following:
Bladed Wheels: 10 pts
Bladed wheels grant an extra two chariot attacks on the charge, allocated to any model in base contact by the controlling player.**

Special Rules:

Mountain Dweller

*Three's a crew - the crew consists of one driver and two fighters, and should be appropriately modelled as such. When charging only the two fighters may make attacks, but when charged all crew members may fight. Furthermore, when allocating wounds the two fighters must be removed first, or marked to show they have been removed. When the driver is removed, remove the entire model from play. Finally, it takes one fighter to fire the Repeating Crossbow, and the other is free to use any Throwing Weapon if equipped. Thus, once the two fighters are removed the Repeating Crossbow may no longer be fired.

Battle Platform - the Chariot may move full distance and still fire it's Repeating Crossbow and/or throwing weapons without any penalties. Additionally, any model mounted on a Chariot may use two-handed weapons, unlike with other cavalry.

**Immense Weight - the Chariot follows the same rules as Monstrous Cavalry, though may not make Brutal Power Attacks, with the following exception. If the Chariot has charged and won the duel roll, it may opt to perform the Barge Brutal Power Attack, with the exception of moving D3+3" having done so. Alternatively, it makes a single S6 'chariot attack' on every enemy model in combat with it. A chariot never backs away if it loses a fight, as if it were defending a barrier.

Disembarking and Embarking - the Chariot follows the same rules for mounting cavalry, though the crew may never voluntarily disembark, even when under control of a spell or special rule. However, if there is space, any friendly model may embark onto the chariot, though may never replace the driver. Any non-crew models keep any wargear they originally had (but lose any shield or pike), though do not benefit from the 'Battle Platform' special rule.
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