Dwarf Juggernaut rules


Well I’m aspiring to field my (currently half) completed Dwarf Juggernaut this w/e, and as there were never any rules published, I had a look at the latest Empire Steam Tank rules. Here’s my first draft of some rules:

Dwarf Juggernaut

 Basic PV of 200 points

 Juggernaut

 

M Ws Bs S T W I A Ld
Juggernaut Var 6 6 10
Captain 4 4 3 4 1 2 1 9
Crew & Passengers 4 3 3 4 1 2 1 9

Troop type: Chariot (armour Save 2+)

Special Rules:

Large Target, Random Movement (variable), Terror, Unbreakable

Wood & Brass behemoth: The Juggernaut, crew and passengers can shoot missile weapons with the Move or fire special rule even if it has moved in its movement phase. In addition, the Juggernaut cannot overrun or pursue a fleeing enemy – it must restrain pursuit.

Crew & Passengers

The Juggernaut has a crew of four, led by the Captain who counts as an Engineer as listed in the Dwarf Army Book and who has a brace of pistols and who can attack in combat. The other three Crew cannot fight in combat – they are either manning the steam boiler, or the steam gun.

In addition, the Juggernaut can take on Passengers – up to 5 Quarrellers or Thunderers. These have the basic stat lines as above, and are equipped as basic troops of that type. None can be champions, and cannot receive any upgrades of equipment.  Their points cost is added to the value of the Juggernauts basic PV of 200 points.They are treated as if they were additional chariot crew in all respects except:

  • If the Juggernaut is not engaged in close combat, they may shoot as normal during the shooting phase;
  • If the Juggernaut is in close combat, they may not shoot in the shooting phase, but instead “stand by to repel boarders” and rush to the gunnels on whatever side the Juggernaut is attacked;
  • When in close combat in the first combat round, they may use their cross bows’ or hand guns’ profiles in combat, so a Thunderer would shoot into the enemy using an effective WS of 4, with a S4 hit, and a -2 armour save;
  • After the first round of close combat, then they revert to using their hand weapons and fight as normal;
  • When a wound(s) is scored against the Juggernaut in close combat, remove the Passengers until they are all gone. (Only remaining passengers can fight).

Steam Engine and Steam Gun are the same as per the Imperial rules but…

If only one steam point is used, then the steam gun counts as a S3 breath weapon which uses the Captain’s Initiative. The strength of the steam gun is increased by one, for each additional steam point used. The steam gun can only fire on the usual forwards arc, and can be used once per turn.

Steam Valves

Cunningly, the crew know how to vent a steam point from the steam pistons on the sides of the Juggernaut. You may opt to use one steam point to vent steam from the valves on the flank of the Juggernaut in close combat. This counts as a S2 breath weapon against one enemy in the front rank, and one enemy in the second rank only. You may not increase the strength by expending extra steam points. This can be done on either or both flanks of the Juggernaut. It cannot be used to the front or rear.

Steam Bolier Mishap Table:

 

1-4 Valve Locked, roll a d6:1-3 You cannot use the steam engine this turn3-5  ou cannot use the steam gun this turn5-6 You cannot use the steam valves this turn
5 Minor leak: the Juggernaut immediately loses D3 Steam Points
6 Emergency vent. The Juggernaut immediately loses D6 Steam Points. The Juggernaut and any unit in base contact immediately suffers 2d6, S2 hits distributed as from shooting (roll for each unit)
7 Dangerous overpressure: Roll a d3, the Juggernaut immediately gains a number of Steam Points and loses a number of Wounds equal to the result. You may reduce the number of wounds on the Juggernaut by using the Steam Valves (one per side) which inflict damage on any unit in base contact as usual, or any unit within in 2”.
8 Kaboom. All units within 6” of the Juggernaut immediately suffer 2d6 S4 hits distributed as from shooting (roll ofr each unit) and the Juggernaut is removed.

Rationale:

The Imperial Steam Tank costs 250Points, but has a cannon. So knock off 50 points for the cannon. The Juggernaut is not steel, its wood and brass, so knock of an armour saving point and about 20 points. The steam cannon, isn’t mounted in a turret and clearly doesn’t have 360 degrees arc of fire, hmm, knock off another 20 points or so. Hmm, that sounds boring now so…

There are steam gears either side of the Juggernaut, now I’ve seen steam engines in action and they are venting steam from their gears…so let’s make them into smaller but useful weapons to scald and generally annoy the enemy. But incorporate some unfortunate side effects into the Mishap table. That deck is nice and empty, and the original guide to building the thing suggested adding extra passengers so….

Any bright ideas ?

Feedback is welcome !

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