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Retro-fit your very own Anvil of Doom with Gyrocopters!

Is your Anvil of Doom not really up to it? Do you want to give it a bit of razamataz? Just read and use these new rules! Thanks to PNF for these, but his e-mail address is on too many pages already, so it won't be on this one.

On the top of the anvil are 4 rings, so one could attach something (tie down a keg of beer, an orc, etc.). Here is a list of what I think we should be able to do with those aforementioned rings:

  1. Tie down an enemy (15 points): The runesmith just got plain pissed off at someone last battle, and instead of killing them off, he just beaned them upsides the head and had them lashed to the top of the anvil. He now uses them as a foot rest or hammer cushion. If the model lashed to the top of the anvil is of the same race that the Dwarfs are fighting, any unit fighting the Anvil in HtH suffers a -1 to their leadership characteristic.
  2. Beer Keg (50 points.... 100 points for Bugman's XXXXX Brew): The runesmith lashes a HUGE keg of good Dwarfy Ale to the anvil, and runs a tap down the side.Any unit within 6" can regain D3 wounds (D6 for Bugman's) per turn, in any phase except the HtH phase. Extra wounds are lost. There is enough ale to regenerate 2D6 wounds (roll before battle). If a unit heals more than 5 wounds total, it suffers the effects of drunkenness.
    Drunken Dwarfs: Each turn roll a D6:
    D6 Roll Effect
    1 The Dwarfs puke! If not in HtH combat, nothing can be done this turn. If charged, they fight back with normal WS (they're drunk, puking and pissed!). If in HtH combat, they puke on their enemies.The opponent needs to make an Ld check, and if failed, begins puking themselves. When both sides puke, the combat is over and automatically declared a draw.
    2 The Dwarfs get PISSED! "Hey thazz guyz ovur zere, hez shotz an arrer ats me mug! KILLS HIM!!!!" The Dwarfs enter a state of frenzy.Normal rules for frenzy apply.
    3-4 The Dwarfs start singing. The Dwarfs decide that a cheery battle song would be a Good Thing. So, they sing.Well, they try. All enemy units within 12" need to take a Ld check at -1 or be unable to move in their next turn. If in HtH combat, the Dwarfs suffer a -1 to their WS (they are a little too busy to fight).
    5+ The Dwarfs suffer stupidity."Eh, wazzat, two orcs? Urm, I'm tired. Me'z gunna sitz down riiiiight herez and takesh a shnap." <thump> The Dwarfs, with a combination of a meagre diet and too much beer get rather plowed.Each turn they take a leadership check at a -2. If they fail, roll on the stupidity chart.
  3. Kamikaze Anvil: The runesmith, in a drunken dare, attaches ropes and chains from his Anvil to the back of one or more Gyrocopters, and surfs into battle! The Anvil guards hold on for dear life!!!!
    • For each Gyrocopter hooked up to the Anvil, add 3" to the Anvil's movement rate. No charge or march moves are allowed.Up to four 'copters can pull the Anvil.
    • If the Anvil is dragged into base-to-base contact with an enemy model or regiment, roll a D6. If the number is equal to or less than the initiative of the runelord, he has managed to disengage the chains and allow the 'copters to fly away. If he fails or decides NOT to disengage the chains, roll on the following table:
      D6 Roll Effect
      1-2 "Look ouuuuuuuut!" The Anvil crashes into the regiment, throwing bodies everywhere! The regiment hit suffers 2D6 S6 impact hits.Roll a D6, and on a roll of 4+, the Anvil topples over, spilling the runesmith and his champions to the ground.If this happens, the runesmith and guards take an automatic S5 hit (armor saves allowed). Also, roll against EACH 'copters Ld.If they pass, they do not crash. If they fail, use the normal rules for a crashing 'copter (from the dwarf book).The Anvil, runesmith and guards CANNOT be used this turn for ANYTHING!All attacks against them hit automatically.
      3-4 "Chaaaaaaaaarge!" The Anvil crashes into the regiment, throwing bodies everywhere! The regiment hit suffers 2D6 S5 impact hits. Roll against the Ld of each 'copter dragging the Anvil. If they fail, they crash. The Anvil, Guards and runesmith all count as charging.
      5 "Aaaaaaah!" The Anvil topples as a snag in the release mechanism catches, and forces the 'copters to make emergency landings.The runesmith and guard each take a S5 hit (armor save allowed) and the 'copters make a Ld check. If the 'copters pass, then can land where they want WITHIN the remainder of their movement rate.If they fail, well, they crash. The combat is continued as if the anvil charged.
      6+ "Woohoooooooooooo!" The anvil ploughs right through the center of the enemy unit. It inflicts 2D6 S6 impact hits, and the Guards and runesmith can attack normally.If the runesmith and guards WIN this combat, roll a 2D6 and move the anvil (and 'copters) straight ahead that many inches.If they run into another unit, re-roll on this table again, with a +1 to the dice result.
    • Terrain:
      • The anvil ignores elevation changes.
      • If a rune of passage is present, ignore ALL terrain as usual. If one is not present, consult the following:
        • Fences, hedges, woods or Rough / Very Rough Terrain: Roll the runesmith's I on a D6 or less (6 always fails).If you fail, take D6 S5 hits, distributed by the shooting table.
        • Stone Buldings: The Anvil ploughs into the building! Randomize 2D6 S6 hits among the anvil, guards and runesmith, as above. The building takes D6 S10 hits, each doing D3 wounds. Roll against each 'copter's Ld, if they fail, they crash.
    • When pulling an anvil, the Gyrocopters are affected by the following rules:
      1. No Bombing Runs.
      2. Steam Cannon can be used, but with these limitations:
        1. Roll a D6 for penetration, on a 5+ roll to wound, proceed to the next step.
        2. All penetrated models are hit with a S3 hit (modifiable by Runes of Penetration).
        3. Roll to wound, no armour save.
    • If a 'copter is destroyed, charged or broken when pulling the anvil, the Dwarf has the following options:
      1. Release the 'copter. The runesmith cuts the chain used by that specific 'copter. Movement will drop accordingly.
      2. Help the 'copter! Use only if a 'copter is charged. The other copters will drag the Anvil into battle with the offending model/unit.
    • The 'copters and Anvil are all seperate when considering Ld checks.


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