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Manni's Warcards (Special Edition I)

Background material for Warcards #MV1 - #MV6
(No commercial use!)
Gnomish Submarine 
Gnomish Zeppelin 
Nightsbane 
Watchtower 
Red Dragon 
Warwagon 

Click on the warcard names for a picture of each.
 

Gnomish Submarine (#MV1)

History:

The regent of Berhagen (Ludwig van Schaeffen) once made a trip away from Cerilia and encountered SERRAINE (PC2 D&D Top Ballista), the flying city, during his voyage. The gnomes rewarded him for his help by producing this little machine.

Since he returned to Berhagen he kept the submarine secret, intending to use it when the pirates of Grabentod would raid the coast of Berhagen. Nobody knows anything about this weapon and Ludwig does not worry about naval matters since Albrecht Graben was imprisoned in Müden.

(To tell the truth, my players encountered Serraine themselves and produced this submarine with the help of the gnomes. We all had that much fun with it, that I agreed to bring this machine to Berhagen, the domain the PCs should take over.)

Description:

The submarine resembles an egg with two screws, stabilisers, a small tower and several spikes on top working like a saw. The front is made of thick glass while the rest consists of a special alloy. Inside you can find three seats (periscope, steering, weapon), a door leads to the engines.

The heart is a small magical oven where special crystals are burned producing magical energy. This powers the golem-muscles, the fireball-cannon (can be installed on top of the tower) and several other 'features'. The engine is supported by a spring which may be activated once every 24 hours, the resulting speed is needed to use the spike-saw.

Plans of the submarine or descriptions about the materials do not exist in Cerilia, even Ludwig does not know how to build another one.

Maintenance:

The submarine holds air for three people and 24 hours. After that the unit must surface. As several problems turn up during a normal trip, it is not possible to journey further than 50 miles without a special trained mechanic (Ludwig probably is the only one available).

To power the engines and other things special crystals are needed, and here is the main problem. Every move, shot, manoeuvre draws magical energy from the oven, so actions are quite limited.

Those crystals are hardly seen in Cerilia, even a merchant with good connections may not get hold of it.

Production:

Without the help of the gnomes production is nearly impossible and those will not visit Cerilia in a millennium. Production in Serraine would cost 12gp.

Warcard:

The unit may move one area per round, but it can activate the spring-load either to flee from battle or to charge, but only ONCE in a fight. Charge is resolved as usual (Rulebook). As the submarine may submerge and it is too slow to catch a ship, H and R results are ignored during grapple.

Problems:

As the submarine contains lots of magical stuff this device radiates a great deal of magical energy which makes detection a mere easy task for magic-users even without casting appropriate spells. So chasing the submarine until it surfaces or dropping boulders on it is possible when a mage commands the enemy ship. Only a complete shut down of all systems stops the radiation.

The second problem is to get hold of the crystals.

 

Gnomish Zeppelin (#MV2)

History:

The Zeppelins (in Brechtür called "Dragoneggs") where produced in Serraine, but somehow plans reached Cerilia. Nobody exactly knows, where copies of the plans exist.Individual Zeppelins have been spotted in Molochev, Massenmarch, Djafra and in Brosengae, but those reports do not seem too reliable.

Description:

The Zeppelin itself contains light gas lifting the whole construction carrying a basket for three persons. A small engine powered by magic and a pair of rudders is installed at the rear of the balloon.

Maintenance:

The engine needs recharging with magical energy, so a mage is needed to maintain the Zeppelin. Costs total 3 gp per domain turn.

Production:

7gp (additional 3 gp when no gnome is available)

Warcard:

Movement is resolved like in a naval battle. As the unit is flying it cannot be attacked through melee, it gets no fortification advantages and ignores all modifiers from terrains.

Problems:

The balloon is the weakest point of this device. A single hit can put down the whole construction. The spells powering the engine work up to six hours without recharging. After that the Zeppelin must rely on the winds to carry it home.

 

Nightsbane (#MV3)

History:

A mage from Anuire once created this device to have a better control over his small realm. But instead of preventing riots people were frightened of the "Nightsbane" as they thought the Gorgon came over them and rebellion was the outcome.

Although the mage perished during the fights people think that the plans for construction of the device still exist in an old tower (probably a ruin) near the five peaks.

Description:

Nightsbane consists of a balloon filled with gas to carry the metal cube which offers place for up to two persons. The cube itself can be armed with wooden barrels containing poisonous gas which can be dropped on the battlefield. Spells ensure that Nightsbane moves in the right direction.

Maintenance:

To maintain this device gas and special spells are needed which costs 3gp per domain turn.

Production:

10 gp. (Remember that a mage is needed to provide appropriate spells)

Warcard:

Movement is resolved like in a naval battle. As the unit is flying it cannot be attacked through melee, it gets no fortification advantages and ignores all modifiers from terrains. As a result of a certain camouflage colour this device gets an additional point for its missile and its defence value when operating by night.

Problems:

It radiates magical energy and may be detected with appropriate spells. As the balloon is filled with a special gas, fire causes a great explosion probably killing all passengers.

 

Watchtower (#MV4)

History:

During the Anuirean occupation the only harbour of Berhagen has been fortified to prevent invasion from Brecht troops. Two of these watchtowers now guard the harbour entrance of Holstadt.

Description:

The tower is about 40 feet high above the water/ground, the walls are three feet thick. Two heavy catapults make sure that no ship passes into the harbour without permission.

Maintenance:

Four of the towers need 1gp each domain turn. Quite cheap, but restoring one hit requires 1 gp in addition.

Production:

10gp. The tower needs a fortification or it will be useless.

Warcard:

This unit may not be moved. The tower may be supported by one unit (no mounts) to increase the boarding value.

 

Red Dragon (#MV5)

History:

See appropriate BR material

Description:

Er, I think you know dragons, don't you? DMs, remember that those creatures are awful intelligent and won't start a fight they can't win.

Their magical resistance makes wizards look pretty useless, so please do not anger these without a couple of stout man behind you.

Maintenance:

They will never cooperate with humans, but they need food worth 5 gp per domain turn.

Warcard:

Dragons may charge flying devices (Zeppelin, Nightsbane). The gamemaster decides whether a dragon is subject to terrain modifiers.

PS:

The dragon is not my artwork, sorry for copying.

 

Warwagon (#MV6)

History:

As fortifications improved through the last thousand years, some inventors tried to build special weapons to take advantage when attacking strongholds. Of course, most of the weapons were of no use in the long run, but there are still some regents counting on their power.

The Warwagon is such a relict. The Dwarves of Baruk-Azhik once build these to pull down the defence system of a goblin tribe from Kiergard invading Rivenrock.

Although a couple of regents copied this machine, nobody actually remembers a Warwagon taking part in a siege. But a few plans may be available all over Cerilia.

Description:

The wagon itself with its heavy, wooden walls resembles a castle on wheels. It is equipped with a metal ram, a small catapult and about thirty horses pull the wagon. At top speed the horses are separated so the device speeds towards the castle walls, probably knocking them down.

Maintenance:

1 gp per turn

Production:

8 gp

Warcard:

When fighting against troops in a fortification the aggressor may choose to ram the walls instead of a melee action. The attack is resolved as usual (replacing the melee value by the ram value), a successful hit reduces the fortification by one level, a "D"-result negates two levels.

Problems:

Often rough terrain prevents the attacker from taking this device to the battlefield. The wagon is very heavy, so troops cannot take it with them when fleeing the field.

 

Manfred Voelk


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