Comte de la Luc raised his visor and surveyed the approaching Skaven hordes. The sulphurous clouds of warpstone gas generated by the whirling plague censer bearers made seeing difficult, but here and there he saw the hunched forms of rat ogres being driven forward by their beastmasters. A Skaven wizard on a Screaming Bell dominated the center and on the edges of the mass and he could make out jezzail teams and other less known war machines.
As the mighty Skaven horde appeared, Comte de la Luc showed no fear. After all, the flower of Brettonian nobility stood arrayed behind him. When news that La Maisontaal Abbey was under siege, every noble, soldier, and peasant rushed to join the army that would relieve La Maisontaal and end the Skaven presence in Brettonia forever.
As he looked upon the Brettonian host, he could see the banners of almost every important house in Brettonia. Up on a nearby hill massive catapults were being manhandled into position and on the flanks peasant Archers and levies prepared to do what little they could. In front were the royal Archers and mercenary crossbowmen. As much as Comte de la Luc despised mercenaries, he was experienced enough to respect them. With the might of Brettonia assembled thus, the promise of deeds and even greater glory awaited.
Suddenly, a groan of despair rippled through the ranks. Comte de la Luc squinted through the smoke and, involuntarily, began to pray. Coming through the smoke, surrounded by a heaving mass of Skaven, was an ebony carriage bearing a massive rat skull twice the size of an ordinary man. The Black Ark. Upon the platform two techno-sorcerers operated a pulley and winch; a third surveyed the battlefield from a raised chair. Suddenly, at some unheard command, the two Warlocks raised the jaws of the skull to reveal a pulsating warpstone meteor, casting an evil greenish glow. Comte de la Luc tried to shake off the feeling welling up inside him. But he could not escape the thought that the great jaws which held the glowing stone hungered for him.
Indeed, much blood would be shed this day.
The Black Ark is perhaps the most sacred of all Skaven artifacts. It has been said that a Skaven army carrying the Black Ark before it cannot be defeated. Made from the hearts of the semi-sentient, black ghostwood trees that grow at the edge of Skavenblight, the Ark is carved into the shape of a massive rat skull. Over countless generations the Warlocks of Clan Skryre have summoned the blessings of the Horned Rat over the Ark and instilled it with spells, turning it into a portal for the release of pure warp energy. In battle, the Ark is placed upon a wheeled carriage and pushed into combat by masses of Skaven warriors. A winch, connected to the top of the Ark, allows its jaws to be opened revealing the Fury of the Horned Rat.
The Ark may be opened at the start of any Skaven turn. When open, the baneful energies of the Warp surround it. In addition, the Fury of the Horned Rat may be released by the Warlock crew in the Skaven shooting phase. The Fury takes the form of a giant rat claw of blinding green light. The claw climbs high into the sky before crashing down, crushing whatever is unfortunate enough to be beneath it. Three Skaven Warlocks crew the Ark and attempt to direct the Horned Rat's blind fury at the enemy and away from the Skaven hoards.
The Ark is fired like a catapult. However, because it fires magically and may be directed in flight by the Warlock crew, some special rules apply. The Skaven player may elect a target within 360 degrees and up to 48 inches away from the Ark. A rat claw shaped template (use the Foot of Gork template) is placed on the target unit or model. The Skaven player then rolls the Artillery and Scatter dice. If a misfire is rolled, consult the chart below. If a number is rolled, this represents the number of inches that the template has deviated off target in the direction indicated on the Scatter die. If a "HIT" is rolled on the Scatter die, ignore any numerical result on the Artillery die. Any models even touched by the template will suffer a Str 7 hit doing D3 wounds. No save is allowed, not even for magic armour. In addition, the model or unit hit by the Fury must take an immediate panic test if it suffers any wounds.
As long as all three Warlocks are alive, the Skaven player may re-roll both the Artillery and Scatter dice once, if he so chooses. The second die result must always be accepted. If a Warlock should die, leaving two Warlocks crewing the Ark, the Skaven player may re-roll the Scatter die only. If the Ark is crewed by a single Warlock only, then the Artillery and Scatter die results may not be re-rolled.
If a misfire is rolled, the Warlocks have failed to control the Fury of the Horned Rat. Consult the misfire chart below. The number of Warlocks remaining on the Ark will determine their ability to take corrective action.
Roll a D6 and consult the appropriate chart:
Three Warlocks | Two Warlocks | One Warlock | |
---|---|---|---|
1 | Ark doesn't fire | Ark doesn't fire | Ark doesn't fire |
2 | Ark doesn't fire | Ark doesn't fire | Warlock killed |
3 | Ark doesn't fire | Warlock killed | Warlock killed |
4 | Warlock killed | Warlock killed | Ark explodes |
5 | Warlock killed | Ark explodes | Ark explodes |
6 | Ark explodes | Ark explodes | Ark explodes |
The Ark doesn't fire: the Warlocks have managed to close the Ark before anything can go seriously wrong. The Ark may be opened and fired normally in the next Skaven turn, however its magical effects will not apply until it is opened again.
A Warlock is killed: the Ark has still been closed, but not before one of hapless crew is sucked into the Warp to satisfy the hunger of the Horned Rat. Again, assuming any Warlocks are still alive, the Ark may be opened and fired normally in the next Skaven turn.
The Ark explodes: The Warlocks were unable to close the Ark, and the Fury of the Horned Rat has been directed back upon it. The Carriage is destroyed and the Arc is removed from the game. On a 4+ any Skaven in the unit pushing the Ark will suffer a Str 3 hit from flying debris.
Given its raised carriage, normal sized models do not block the Ark's line of sight. The Ark may fire even if it has moved in the Skaven turn. The Ark may not target creatures that are flying high. The Ark may not fire if engaged in hand to hand combat, as the Warlocks are too busy fighting to coax the Fury of the Horned Rat from the Warp. The Ark's other magical effects will continue to apply however, as long as the Ark remains open.
Finally, any models within 6 inches of the Ark while it is open risk being mutated in the magic phase by the warp energies emanating from it. The effects of these mutations on non-Skaven models are resolved according to the Skaven spell "Curse of the Horned Rat." As stated on that spell card, these models must roll a D6 and add their toughness to the result. The Skaven player rolls 2D6. If the Skaven roll exceeds the non-Skaven models total, the model is transformed into a Skaven clanrat. Should an enemy unit be partially effected by the Curse of the Horned Rat, the transformed models are formed into a new unit and placed into hand to hand combat with their former unit. Skaven models within the influence of the Curse must roll a single D6. Upon a roll of 6 they will be transformed into pools of semi-intelligent ooze and are removed from the game. Skaven Warlocks and Seers are immune to this effect. Note that the "Curse of the Horned Rat" caused by the Ark is treated as a spell in play at the start of the magic phase, and as such may be dispelled by either player. The use of the Drain Magic card will dispel the Curse, but it will not prevent it from reoccurring in subsequent magic phases where the Ark has remained open.
SSAAASS
SSAAASS
SSAAASS
SSAAASS
SSAAASS
SSSSSSS
The unit shown counts as having five ranks (and a +3 combat resolution bonus). The Ark may not march move, but may charge as normal. It must wheel to turn. If the number of pushers drops to less than 15, the Ark will be slowed by 1" for every model below the minimum. Thus if there were only 14 Skaven pushing the Ark it would move 4", eleven models could move it 3" and so on. The Ark may be pushed by a unit of either clanrats, stormvermin, plaugemonks or slaves. If the Ark is moved over difficult terrain it will suffer D6 wounds. The Ark may not be moved over very difficult terrain such as steep hills or rivers. If the Ark charges into combat it will inflict a D6+1 Str 7 automatic hits as the enemy are crushed beneath its wheels.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Engineer | 5 | 3 | 3 | 3 | 4 | 1 | 4 | 1 | 10 |
The Warlocks wear heavy armour and each is each armed with a pistol and additional hand weapon. For combat and point cost purposes, the Warlocks are considered war machine crew and not characters. (Due to the warping energies from the Ark, these Warlocks do not receive spell cards or carry magic items). If the Ark is attacked in hand to hand, all of the Warlocks may engage any models in base to base contact with the Carriage regardless of where the miniatures are placed.
The models in the unit pushing the Ark will not flee readily, as the eyes of the Horned rat are upon them. They are immune to psychology and will take all leadership tests on an unmodified leadership of 10 as long as they remain with the Ark. Should the unit flee, it will abandon the Ark carriage behind. The Warlock crew will remain with the Ark until killed however, as they are immune to both psychology and break tests.
The Ark is a large model and is therefore +1 to be hit by missile weapons. Due to the size of the Ark and the placement of its winch, frame and trusses, the Warlocks have good cover from missile attacks. Use the following hit location charts for combat and shooting:
Shooting: | Hand to Hand: | |||
---|---|---|---|---|
1 | Carriage | 1 | Carriage | |
2 | Carriage | 2 | Ark | |
3 | Carriage | 3 | Ark | |
4 | Ark | 4 | Warlock | |
5 | Ark | 5 | Warlock | |
6 | Warlock | 6 | Warlock |
The Carriage has a Toughness of 7 and 8 wounds. If the carriage is destroyed it will collapse upon itself. The Ark will slam shut and the Warlocks will be killed. Remove the model from the game (Since only Skaven Warlocks and Seers can actually touch the Ark without being mutated by the Curse of the Horned Rat, it may be assumed that the Ark will be recovered by the Skaven at a later date).
The Ark itself is blessed by the Horned Rat and cannot be wounded if hit. Moreover, if hit in hand to hand combat, the Ark will rebound the blow back at the attacker with the same strength with which it was struck. Resolve such rebounds as automatic hits at the attacker's strength. Armour and devices of protection will save as usual against such rebounds, with the appropriate modifiers for strength being applied. Hits on the Ark by missile weapons will likewise fail to wound the Ark, however hits by missile weapons do not cause a rebound against the shooter.
Created by: Bob Lippman
Hello,
I guess I better explain the following contraption before you guys and gals chunk it up as Danish Pastry or the like; One of my regular combatants (Not Friend-He has beaten me to many times:-) ) fields an Undead army consisting of Arkhan, 6+ Undead Chariots, Doomriders and Fleshhounds and have mastered the fine art of massed attack combined with the right magic to go with it. I have managed to beat this army but my plans could have gone either way and therefore doesn't really give any satisfaction compared to when you really thwart your opponent.Well I began to wonder how my Clan Lord Ressak (Lord of the skaven Weak-hold of the Black Hills) would feel after seeing 30+ Clanrats die in a second as those chariots charges home and if he wouldn't start to think about the idea of mounting a Rat Ogre or something in one of these Rumbling deathbringers?
And then while dropping in on one of the local (vastly overpriced) Figure-shop I saw this Awesome Chariot made out of a huge Mammoth skull with huge beasts (Jugger-Sized) in front of it, from a company called Leviathan (sp?) and thought that if there ever was a chariot imposing enough to mount a Rat Ogre in then this would be it (Mine-Mine). Well I bought it and made up these rules for it and was wondering what your opinion on it is but please bear in mind that
1) This chariot is HUGE, a skaven model is unable to even look over the sides of the Chariot..
2) If the Beastmaster is shot then you'll end up with a stupid chariot at LD 5 (Not Good)
3)That this is a one-of-a kind thing not really suitable for the normal Skaven Manoeuvring (Not to good to have chariots running loose in tunnels) Well on with the story and stats for,
You may include Ressak's War Chariot in your army if you want to and if you don't want to, then you don't have to.
If you do include this strange little skaven then he is paid for from the Character section while the chariot comes from the war machines section. Ressak XVI is the current scared and frightful Clan lord of Clan Ressak which is a small skaven hold in the Black hills. The Council of Thirteen has charged this lair with the duty of retrieving the various Warpstone deposits in the area which mainly consists of the occasional Meteor and what might be washed ashore from the nearby Black Sea. These tasks brings with them a lot of above ground travel which have led to many skirmishes and battles against both the inhabitants of the lands and against races with a similar dissire to posses the precious Black Stones, like Dark Elfs, Chaos War bands and Undead Hordes. Especially against The Undeads the previous Clan Lords have faired terrible and in one of these encounters the whole cream of the holds fighting force was wiped out to a man-ehm Rat.
Ressak was then only a mere champion still only scheming and planning to rise to the rank of a lieutenant but lying on the field playing dead to avoid the on marching skeletons he realised that this manfall/Ratfall must surely be a blessing from the Horned One-leaving him as the strongest skaven of Clan Ressak alive, giving him control of his very own Clan! When he returned as the sole survivor he instantly ordered the semi-intelligent females to breed at the highest rate and within weeks Clan Ressak was again thriving with young Skaven ready to obey their Clan Lord's commands.
In the meantime the Undead Horde were getting closer and closer to the main entrance of the hold and Ressak feared that when they found it his newly conquered Clan would again be wiped out and began to think hard and long, getting his Grey Seer to devine the answers of the Horned One in the entrails of a red-haired human woman.
Weather he himself came up with the answer or it was the Corrupter is unknown but known is it that he ordered two of the huge beasts normally used for drawing the charts and wagons through the endless Skaven tunnels to be used as draw beasts for his idea-His very own Chariot (of course he wouldn't dare ride it himself-he still feared those Undead creepers enough to keep him awake at nights, sweat dripping from his tail to his furry ears..). He ordered his trusty beastmaster Waskes to mount the chariot and bring along Skullchrusher, the lone Ratogre still in the Clans possession and sent him and the army into battle with the oncoming Undead Horde. And now he sits and awaits-praying that the sounds he will hear will be the soft sounds of paws and not the scraping of bare bones...
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Beastmaster Waskes | 5 | 5 | 4 | 4 | 4 | 2 | 6 | 2 | 9 |
Skullcrusher | 6 | 4 | 5 | 5 | 5 | 3 | 5 | 3 | 5 |
Rat Beasts | 6 | 3 | 0 | 5 | 4 | 2 | 4 | 2 | 5 |
War Chariot | - | - | - | 6 | 6 | 3 | - | - | - |
Weapons/Armour:
Waskes may be armed as normal for a hero. Skullchrusher and the Rat beasts are armed only with claws, horns and teeth's.
Magic Items:
Ressak may carry up to 2 magic items although none of these may have a points value exceeding 30 each.
Waskes: Standing proud and aloof in his chariot Ressak cares little for the endless waves of Clanrats meeting their doom behind and below him. His LD is therefor only usable for the chariot and they are unaffected by fleeing rats. The tall Chariot sides offers Ressak an effective +2 to his save against missile hits as he hides behind the walls. This extra save is unmodified which means that he will always have at least 5+ save against missile hits with a strenght of 5 or less.
Skullchrusher:
Like all Rat Ogres Skullcrushers causes fear and is subject to stupidity when not in contact with Beastmaster Ressak.
Rat Beasts:
Rat beasts are though and powerful creatures not to be brought down easily. Their sheer size and the compactness of their bodies means that it takes a while before their brains recognises their own body's death. When killed it therefor takes a whole turn before these beasts finally collapse and so may go on fighting or pulling before being removed as casualties. Although their bodies are large their brains are still the size of a normal rat which makes them share the same stupidity-problem as their larger brothers-in-mutations, the Ratogres.