Not too many changes in Rares ... if someone has a hack for the old options on the new Stank, I'd be happy to 'borrow' it.

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FLAGELLANTS 10 Points/model
Profile: As Empire army book, +1 T.
Unit Size: 10-30.
Equipment: Hand weapon.
Options: Flails +1, light armor +1.
Command: Prophet of Doom +10, musician +5, and/or standard bearer +10.
Special Rules: Crazed, Martyr.
Why would you even consider giving them the options for a full command group? They are crazed beyond any such considerations. Same for the light armour, pretty much a worthless option.
What I do like is the reverting to the old toughness stat, IMO flagellants should be 11 points with T4, flails, crazed and martyr rules.
HELBLASTER 160 Points/model
Profile: As Empire book.
Number of Crew: 3
Equipment: Hand weapon.
Options: Up to two additional Crewmen +5 points each.
Special Rules: Helblasteter (as modified here:http://www.warhammer-empire.com/theforum/index.php?topic=29895.0), War Machine.
This is a bit problematic, I for one love the idea but I'm sure doing this change would cause a whine-fest of epic proportions. What would be nice however is to allow the engineer to re-roll ONE of the artillery dice as well as providing superior BS.
Or maybe, make the helblaster ignore to hit penalties, seeing as it is pretty much a huge shotgun.
STEAM TANK 300 points/model
Profile: As Empire book.
Number of Crew: 3 and Master Engineer.
Equipment: The Master Engineer has a repeater pistol that he may fire in the shooting phase if the steam tank is not in close combat.
Special Rules: As Empire book.
Well, the Steam Tank need to see a change, considering it sucks b***s as it is now, my proposal is to do the following:
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"Profile: As Empire book.
Number of Crew: 3 and Master Engineer.
Equipment: The Master Engineer has a repeater pistol that he may fire in the shooting phase if the steam tank is not in close combat."Special Rules:
Steam pointsThe steam tank generates 1 steam point for every two wounds it has remaining up to a maximum of 4. The engineer may attempt to "super-charge" the boiler each turn. Roll a dice and subtract the number of wounds suffered by the steam tank:
1 | Something bad has happened, the steam tank gains no extra steam point but loses one instead. |
2+ | The engineer and his crew manages to push the boiler to it's limits, add one extra steam point. |
Steam cannonProfile: same as current.
Rules: If the steam cannon suffers a misfire, roll on the misfire chart:
1 | The steam cannon suffers a catastrophic malfunction, the cannon cannot be used for the remainder of the battle and the steam tank suffers 1D3 wounds with no save of any kind allowed. |
2-3 | The cannonball gets stuck in the barrel or the cannon looses pressure. Regardless of the error the cannon does not fire this turn and the crew must spend the next round fixing it. The cannon may not fire next turn. |
4-6 | There's a hiss and a release of steam, and the ball rolls out of the barrel falling harmlessly to the ground in front of the steam tank. No shot is fired this turn. |
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So with these rules the steam tank would be a bit safer to use and not decline horribly once it suffers a wound or two (you don't see a dragon perform any worse even though it's down to 1 wound) but it will deteriorate as it suffers damage.
The costing should be about the same, though I would be happy to see some options for the tank, for example:
basic cost: 250points
equipment/weapons: none
+25 Steam cannon
+25 Steam gun
+35 Steam Helblaster
and so on...