I was a little bored, so I drew up short descriptions, names, and rules for characters (and a possible war machine). I'm not sure what people were thinking for a forest-clearing flamethrower, but a personally-toted version seemed too...modern. So I thought, how about the Empire's take on the Flame Cannon? Anyway, here it is.
Chief Engineer Archarius Tulenborg
Archarius Tulenborg is an elderly engineer with a short temper, who considers himself a genius (and there are few who can deny it). He takes his inventions into the field more often than other engineers, but is smart enough to keep his distance when he does, relying on more traditional and reliable weaponry on his person. He is a canny old gent whose constant barking and grumbling, comparative with the best of the Dwarf Longbeards, can actually prove useful to those around him.
Tulenborg may be included in an Empire army. He uses up a Lord choice.
Cost M WS BS S T W I A Ld
Tulenborg 315 4 3 5 3 4 3 3 1 9
Equipment: Tulenborg carries a Hochland long rifle, a repeater pistol, and a hand weapon. He wears light armour.
SPECIAL
Master of Ballistics, Extra Crewman
Marksman Extraordinaire: If Tulenborg has joined a handgunner unit and does not fire his own weapon, that unit recieves a +1 bonus to hit during the shooting phase.
Pre-primed Artillery: Any war machine joined by Tulenborg may move and fire in the same turn.
Barrage Fire: Before the game begins, if Tulenborg is on the field, D3 Empire war machines may fire at the enemy. This occurs after any other pre-game activity (ie, Bretonnian prayers, etc) All normal restrictions (range, line of sight, etc) still apply.
Archmagos Brachart of the Grey College
Brachart has risen far within the ranks of the secretive Grey College, but as with most members of his order, few know he exist at all. However, when secrecy is called for, Brachart is the man for the job. He carries with him an ancient black seal, capable of suppressing or dispelling the effects of enemy magic completely.
Brachart may be included in an Empire army. He uses up a Lord choice.
Cost M WS BS S T W I A Ld
Tulenborg 280 4 3 3 3 4 3 3 1 8
Equipment: Brachart carries a dagger (hand weapon) and carries The Obsidian Seal.
Magic: Brachart is a Level 3 wizard. He rolls as normal for spells of the Lore of Shadow.
SPECIAL
Poisoned Blow: Brachart's dagger is Poisoned.
The Obsidian Seal: This is treated exactly as a Seal of Destruction, from the Empire army book, except that it has D3 charges (roll at the beginning of the battle).
Unobtrusive: Brachart is a member of the most secretive and silent of all Imperial magical orders. He will never volunteer to be the officer in charge. As a result, Brachart can never be an army general.
Tulenborg's Spectacular Tormentor of Annihilationistic Incineration
(aka, Dragon's Maw)
The Dragon's Maw is Tulenborg's wild new invention for clearing forests by burning them out. Based on the study of a Dwarven flame cannon and observations of such instruments in action, the Dragon's Maw is a mobile artillery piece, designed to move forward with the main battleline and sow destruction amongst enemy ranks. With some foresight, Tulenborg saw fit to both outfit the machine with an arrow-deflecting shield and to request that the crew be issued armour, due to their expected close proximity to the enemy. While destructive, Tulenborg's Dragon's Maws are expensive and notoriously difficult to maintain, and are not likely to be seen in large numbers any time soon.
A Dragon's Maw may be included in an Empire army. It uses up a Rare choice.
Cost M WS BS S T W I A Ld
Dragon's Maw 85 - -- -- - 7 3 - -- -
Crewman -- 4 3 3 3 3 1 3 1 7
Unit Size: Dragon's Maw and three crewmen.
Equipment: The crewmen carry hand weapons and wear light armour.
SPECIAL
Pavise: The front of the Dragon's Maw is armoured, to deflect enemy fire as it advances. This grants a +2 armour save to the crewmen against enemy missile fire.
Mobile Artillery: The Dragon's Maw is a war machine, but may move and fire in the same turn.
New-fangled Invention: Like the Helblaster and the Helstorm, the Dragon's Maw may not benefit from an Engineer's Master of Ballistics rule.
Firing the Dragon's Maw: The Dragon's Maw may be fired in one of two ways - either a long-range burst or a short range blast.
If firing a blast, place the flame template so that the narrow end is touching the end of the Dragon's Maw's barrel. Roll a D6; on a roll of 1, consult the misfire chart. Otherwise, any enemy models completely under the template are hit automatically; those partially under are hit on a 4+. The hits are resolved at S4, with a -2 armour save. These are Flaming attacks.
If firing a burst, guess a range at any target within sight, up to 24". Mark that spot, and then roll the artillery die and the scatter die. If a misfire comes up, consult the misfire chart. If it does not, halve the number on the artillery die and scatter the shot in the appropriate distance and direction. Once the point of impact has been determined, place the 3" template on the point. Models completely under are hit automatically, models partially under are hit on a 4+. Hits are resolved at S4, with a -2 armour save. These are Flaming attacks.
Misfire Chart:
1-2 - The Dragon's Maw explodes, sending gouts of burning fuel in all directions. Place the large (5") template directly on the war machine. Models fully covered are hit automatically, and models partially under are hit on a 4+. Hits are resolved at S4, with a -2 armour save, and are Flaming.
3-4 - A pressure leak prevents the weapon from firing. Hoses must be replaced, so the weapon will not fire this turn or next.
5 - The lever jams; the Dragon's Maw does not fire this turn. It may be fired as normal in the following turn.
6 - An overpressured explosion tears out of the barrel. Trace a line 6d6" long. All models touched by the line suffer a S4 hit with a -2 armour save. This damage is Flaming. The Dragon's Maw will not fire in the subsequent turn, as parts must be hurriedly replaced.