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IST GENERATOR
The Dark Elves of Naggaroth have always held a terrifying presence on the seas. The awesome presence of the dreaded Black Ark makes even the most hardened seafarers cower with fear. The ferocity of the Sea Dragons and Helldrakes can turn the tides of any battle. Even the flying raiders while not nearly as effective as those committed to the sea are still feared as they have been known to sink entire ships. However, the seafarers of Naggaroth have always held a weakness with their vessels. Almost all their power is concentrated in the Black Ark, which makes it an immediate target for even the most idiotic of Captains. By destroying the huge ship, the deadly presence of the Dark Elves is not anywhere near as imposing as they are with it. And in the case of the monster-drawn battleships, by simply destroying the carriage frees the sea monster, taking away the threat with it. The only solid vessel of the Dark Elves are the Black Arks, and because of their size and demand for crewmen, more than one in any fleet is hardly ever an option. The defense of the dreaded Dark Elves was always a problem, and so led to defeat many times.
After witnessing a battle first hand onboard a Black Ark between the Dark Elves and those of Ulthuan, one particular scientist of Naggaroth became wary of the lack of defensive weaponry in the fleet. The scientist began consulting with several others, and so the trials of defending armament commenced. The first idea was to create a chariot like that of the Doomreaver, but pulled by three Helldrakes to increase speed and make them a more dangerous foe in close combat with other ships. However, because of the Helldrakes’ nature, they began attacking each other as soon as a chance at getting fresh meat arrived, as none were willing to share the prize. The next idea that spread among the chemists was a form of Reaper Ballista made to fire long range and mounted on a stable hull that could provide covering fire from twice the distance as other ships. Unfortunately, because of the distance, it became difficult to actually see the target, which made it incredibly inaccurate. Also, because of the extreme propulsion of this device, a backfire would blow apart the battery and send the lances in every direction, leading to the deaths of many Dark Elf seafarers.
Not willing to stop, several chemists began study of every sort of weaponry they could find. Going out on a limb, one chemist began analyzing magical effects and started brainstorming. Coming across notes from the Light school, the idea of creating a barrier of mist around all ships in the fleet. It had already been done with the Black Ark, but that was with magical devices that could not be loaded onto other ships because of their size. With an interesting leap of faith, the chemists began devising a new form of magic that spreads the mist out, and so was born the Mist Generator.
CLASSIFICATION
The Mist Generator was designed to protect the fleet at all costs, so it must move freely between places to help shield other ships. The Mist Generator is classified as an Independent, and may move freely.
FLEET RESTRICTIONS
A Dark Elf fleet may have one Mist Generator for every Black Ark.
COMBAT
In combat, the Mist Generator was not meant to destroy ships on its own, and thus only has one reaper battery facing to the prow. If being towed, the Mist Generator may not fire for the Drag Chains can only connect to the front of the Mist Generator, and any reapers fired would shred through the sails of the Black Ark.
In defense the Mist Generator has the power to defend both itself and any other Dark Elf ships within range. A thick sheet of mist rolls forth from the vents of the Mist Generator, spreading out in all directions. The magical generator that casts out the mist must gather power as it is ordered to begin producing mist cover and all concentration must be on the generator, so it cannot move and produce a cover in the same turn. That is, unless it is connected to the Black Ark.
Production of mist must be confirmed at the beginning of the Mist Generator’s turn in combat. Instead of moving or firing, a thick cover of mist begins to be emitted from the huge vents. The mist spreads out in a 6-inch circle and effects all ships within the mist the same way. While enveloped within the mist, non-Dark Elf ships cannot fire. Any ships that attempt to fire into the mist at the generator or any ship enveloped in the mist suffers a penalty described in the Special Rules section.
MOVEMENT
The Mist Generator is moved by the wind with a large sail that billows into the wind and pushes it into position. The sails carry the Mist Generator 4 inches whether the wind is abeam or astern. In addition, the Mist Generator can be connected to the Black Ark of the fleet by the Drag Chains, allowing the Mist Generator to be pulled with the Black Ark. Place the Mist Generator miniature behind the Black Ark and move them as one. In this state, the Mist Generator may still produce mist.
POINT COST
The Mist Generator costs 150 points and is worth 4 Battle Honors.
SPECIAL RULES
MIST RULES
The Mist Generator cannot move and produce mist in the same turn. Producing mist takes up both the Mist Generator’s attack and move in the same turn. While producing mist, the Mist Generator may not move or fire. However, the Black Ark is both large enough and can move with enough power to tow the Mist Generator behind it, making a constant cloud of mist covering the battleship.
Mist reaches out in all directions and covers an area of 6 inches in radius. Any ship caught within the mist that is not manned by Dark Elves is hindered by the thick fog, keeping them from firing. Dark Elf weaponry is still at a disadvantage, and all attacks made by reaper batteries are at –1. Dark Elves my fire as normal, but because of the thick mist, Dark Elf or not, may board within the mist. Also, Dark Elf monsters may not do any sort of close combat while in the mist. This hinders all ships but the Black Ark, except in defense.
Every turn mist is produced, the Dark Elf controller places a mist counter on the Mist Density meter. When a ship attempts to fire into the mist, the controller must roll a die. If there is one mist counter on the Mist Density meter, any roll but a 1 or 2 makes an on target hit, if there are two counters, any roll but a 1, 2 or 3 makes contact, and so on up to the ship must roll a 6 if there are 5 counters. If the roll is failed, place the Mist template over the targeted ship and roll for a direction, then measure out any remaining distance the shot could have traveled before hitting the target. Any ships within the line are considered to be hit.
Example: A Mist Generator with 4 counters on the Mist Density table is producing cover for a Black Ark and an Elven Eagleship that got caught in the cloud 2 inches from the Ark. A Hawkship fires into the mist 4 inches from the Black Ark, targeting the Black Ark. It rolls for the mist and scores a 3, not quite enough to make the shot on target. Placing the Mist template on the Black Ark, the Elf controller rolls a die. Rolling a 4 on the Mist template, the Eagleclaw is off target, firing away from the Black Ark beyond it. It splashes harmlessly in the sea, not hitting anything.
A second Hawkship moves into position and fires into the mist, aiming the Mist Generator. The roll ends up on a 1, and the shot is off target. Placing the template over the Mist Generator and rolling, the die ending up a 2. The Eagleclaw sails past the Mist Generator and buries itself into the Black Ark. Such a large target isn’t easy to miss.
VENT DAMAGE
When damage is done to the Mist Generator’s vents, there is always an unpredictable outcome. As soon as vent damage occurs or if the Generator is damaged enough, make a roll on the Vent Damage table. If the vents are hit more than once, instead of rolling on the critical hit table, the Vent Damage table is rolled instead. If the generator location has already been destroyed, no rolls on the Vent Damage table are rolled, and the critical hit table is used instead.
ROLL OUTCOME
1 The vents are broken and fused shut from the force of the blast. Unable to shut down the mist in time, the generator crew runs in panic as mist begins to flood the Mist Generator, choking the crew as they struggle for oxygen. Roll a die. On a 1, 2 or 3, remove the crew counter from the Mist Generator template. On a roll of 4, 5 or 6, the crew is able to hold out long enough to blow open the vents again.
2 The vents are fused shut and mist begins to pour into the Mist Generator. The crew has to make an emergency shut down of the generator, ceasing all mist production. Place a damage counter on the generator location as the turbines must come to a screeching halt.
3 The blast sends shrapnel ricocheting around inside the vents, piercing into the coolant tanks of the generator and sending a spray of coolant over the generator crew. The poisonous liquid burns into the crew, blinding them. The generator cannot be used for the next turn while the crew recovers.
4 The heat from the blast partly fuses the vents together, allowing only a small amount of mist to escape. The range of the mist is reduced to 3 inches for one turn while the crew attempts to repair the damage.
5 A dangerously accurate shot blows apart the vents and imbeds itself into the mist release valves, keeping any mist from escaping. The pressure begins to rise, and with an amazing blast the vents rip apart, sending mist out nearly ten fold. The rest of the turn the Mist Density is at full and extends to 9 inches in all directions. Both the vent and generator locations are completely destroyed.
6 The attack does more than the attackers had hoped for, and the well-aimed shot buries itself deep into the vents, cutting off the valves and sealing the mist inside the generator. Pressure begins to rise, and with the blockage unable to be cleared the generator ruptures, causing a chain reaction throughout the Mist Generator, blowing out the seams of the ship. Place a debris counter where the Mist Generator was.
DRAG CHAINS
Even with the cover of the mist, the Mist Generator is still an easy target while mist is in production. While the generators are not being used, the vessel is still an easy target if the sails are destroyed. To create a more useful defensive weapon, the Dark Elves added two lengths of powerful chain to the front of the Mist Generator that can be hooked onto the Black Ark of Naggaroth. To do this, the Mist Generator must move into contact with the Beast Portal of the Black Ark. The Black Ark may not move if it has not already done so while the chains are being attached. On the next turn, the Black Ark may move at full speed, towing the Mist Generator behind it.
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