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![[Post New]](/s/i/i.gif) 2012/03/17 05:40:16
Subject: Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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SImple set up.
put the army that can use it, its armor, abilitys, weapons and all that.
give it a bit of fluff and name its weaknesses and strengths.
and give it a role and how big it would be compared to a known unit in 40k.
it can be as big as a Titan down to the size of a Sentinal.
You can even suggest unique upgrades.
my first 2 tanks and an upgrade
 The "Pillar", Urban Assault Platform
Imperial Guard
AV: 14/14/11
BS 3
Armament:
4 turrets each with a "Heavy Assault Grenade Launcher"
Hull mounted Nova Cannon, can be upgraded to Demolisher cannon.
The normal Guard upgrades (stubber, hunter killer etc).
Can be upgraded to also have a center turret with a Heavy Mortar
Lumbering Behemoth
"Heavy Assault Grenade Launcher"
Frag: S6 AP 4 4 small blasts.
Krak: S7 AP 3, 2 Heavy
Range: 24
the "Pillar" can transport 12 models under heavy armor but they must deploy out its rear only and cannot fire out while onboard
The "Pillar" Urban Assault Platform is the Imperial Gaurds answer to problems when dealing with Urban areas and not wanting to flatten the entire place with another larger weapon system whether there is an objective in the area or other reason.
The Pillar is capable of wading into the thickest fire and with its 4 turrets wielding Heavy Assault Grenade Launchers mounted on 4 points on the vehicles top hull systematically wipe out any entreched attackers in a 360 degree arc , then to deploy troops to take the ground that the Pillar has cleared. Bunkers are not a problem for the Pillar either as it can stroll up to the defense point and remove it with a shot from its Hull mounted Nova Cannon, and any survivors of the Pillar's wrath can be mopped up by the Infantry the Pillar transports.
The Pillars weaknesses would be that its built like a Riot Shield and that all the armor is on the Front and sides with the rear being vulnerable, and it doesn't have any serious anti tank weapons either. Plus its weapons are close ranged, as in an urban combat zone the enemy is practically in spiting distance, the addition of sponsons can negate longer ranged infantry if slightly but long range anti armor weapons can disable the Pillar should they crack its thick armor.
Points:
Base: 220 (Nova cannon with the 4 Heavy Assault Grenade Launchers)
Swap Nova Cannon for Demolisher Cannon: 30
Addition of Center Turret with a Heavy Mortar: 50
All gear used by IG vehicles is possible (like Stubbers, Hunter killers, additional armor etc)
Its about the same size as a Land Raider.
 The "Pit Viper" Light Tank
Imperial Guard
AV: 12/10/10
BS 3
Armament:
1 turret mounted Battle Cannon and hull mounted Heavy Bolter
Scout
Over Charged Engines
The Pit Viper was built to out manuvere enemy forces and strike at their vulnerable flanks and rear with the firepower of a battle cannon yet could run circles around a heavier battle tank.
Often the Pit Viper would out flank the enemy forces and gun towards important targets like leaders or enemy armor and fire upon their weak rear armor or other Strategic targets. When not used to strike the enemys rear its used as a support gun with the infantry until heavier armor like a proper Leman Russ can arrive.
Its weaknesses are its reletivly thin armor and lack of firepower (compared to a Leman Russ)
Points:
base:130 (battle cannon and a heavy bolter)
Battle Cannon to Vanquisher Cannon 10
Battle Cannon to Twin Linked Las Cannons 10
Heavy Bolter to: Heavy Flamer free, multi melta 15
Chimera sized. Fast Attack
Special Upgrade: "Church Organ" Rocket Rack
Leman Russ Battle Tank is fitted with a large rack of unguided rockets to the top of the turret. It can choose to fire these instead of its main gun, it cannot fire both.
same stats as rocket pods on Valks, except the range is 48 inchs
Inspired by the calliope rockets used in WW2
All points/abilitys/armor etc subject to change.
edit: Removed Pillar Sponsons and Pit viper points.
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This message was edited 5 times. Last update was at 2012/03/20 23:08:37
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/03/17 10:11:32
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Boom! Leman Russ Commander
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Up to five turrets and one hull mounted main gun and two sponsons and it is a transport and it is only surpassed by a land raider/monolith in armour? A bit over the top there. It sounds like a cool idea, but it would be cooler with some moderation IMO. Probably drop rear armour down to 11, and side to 13, still resilient against infantry assaulters, but not OTT, and either drop the extra weapon options or the transport capacity.
The viper is another cool idea. The weapon options are way overcosted though. At Bs3, a vanquisher cannon is hardly an upgrade for the battlecannon. Same with the tl-las IMO.
I think you could up the cost of the tank itself to around 135-140pts and have the turret weapon upgrades be free. I think you should keep OCE and remove fast (OCE gives fast with a chance for breakdown, right?)
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This message was edited 1 time. Last update was at 2012/03/17 10:12:08
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![[Post New]](/s/i/i.gif) 2012/03/17 14:57:45
Subject: Design your own War Machines (or vehicle upgrades)
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Shas'ui with Bonding Knife
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Tau: Pufferfish Designed for the rapid incursion or extraction of units behind enemy lines, designed to give as much breathing room as possible for such assaults and retreats. Vehicle (Fast, Skimmer, Tank) - 145 Points. BS: - AV F:12 S:12 R:11 Transport: May carry 12 infantry, or 6 Jump Infantry, or 3 Battlesuits. Up to 4 Drones may also be carried and do not count against the previous limits. Wargear: Decoy Launchers, Deployment Tube, Disruption Pods, 4 Heavy Flechette Launchers, Positional Relay, Ramming Spikes, Sundering Prow Special Rules: Assault Vehicle, Deepstrike, Ignite Exhaust, Supersonic Decoy Launchers: Rolls that Immobilize this vehicle on the Vehicle Damage Table may be rerolled. The second result applies, even if it is worse. Deployment Tube: See: Grav Chute (Imperial Guards, Vendetta/Valkyrie). A unit may also embark on a Pufferfish which has moved over them during a Flat-Out movement. Each model in the unit suffers a Dangerous Terrain test. Disruption Pods: The vehicles is obscured from firers at least 12" away. Heavy Flechette Launcher: When a unit charges a unit with Heavy Flechette Launchers, it suffers 1D6 S5 hits for each Heavy Flechette Launcher in the unit. Positional Relay: This model never makes Dangerous Terrain checks. Units that deepstrike within 12" of it do not scatter, but only if this model was on the table at the end of the previous turn. Ramming Spikes: The 1" radius in which enemy models are normally unable to occupy around this model is increased to 2", and 4" during the resolution of a Tank Shock performed by it. Sundering Prow: When Ramming, the Pufferfish counts its Front Armour as 14, and gains a 5+ Invulnerable Save against the resulting hit against it. Assault Vehicle, Deepstrike, Supersonic - See Space Marines Landraider, BRB, Ignite Exhaust: Once per game, immediately after moving Flat-Out, you may have all units (friend or foe) this model moved over this phase suffer 4 S4 AP4 Pinning hits each. No cover saves may be taken against these hits.
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This message was edited 1 time. Last update was at 2012/03/17 14:59:28
Pit your chainsword against my chainsw- wait that's Heresy. |
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![[Post New]](/s/i/i.gif) 2012/03/17 16:53:18
Subject: Design your own War Machines (or vehicle upgrades)
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Gore-Soaked Lunatic Witchhunter
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Sure, why not?
Eldar Phantom Dropship (220pts)
The Phantom is a stealth shuttle used primarily by Corsairs for covert missions, and by Craftworld Eldar when webway gates are unavailable. It is designed to avoid detection, deliver covert troops to convenient locations, and if necessary clear an extraction zone to get them out.
Skimmer, Fast (the Phantom counts as a Flyer with Hover Mode in games of Apocalypse)
BS 4, AV 10-10-10
Transport: The Phantom may carry twelve models.
Armament:
Two sponson-mount AA Shuriken Cannons in front of the doors
Special Rules:
Cloaking Field (An enemy unit attempting to fire at the Phantom must roll 3d6x3 for spotting distance as if firing at night. If the firing unit is not in spotting range, it may attempt to fire on another target.)
Aerial Assault (the Phantom may fire all of it's weapons and troops may disembark normally after it moves at Cruising Speed)
Chasing Shadows (the Phantom has a 4+ Invulnerable save as per the Eldar Titan Holo-field)
Impossible Maneuvers (the Phantom may move a minimum of 18" in games of Apocalypse instead of 36" as normal for a Flyer)
Supersonic (the Phantom may move up to 36" when moving Flat-Out)
Open Bays (the Phantom counts as Open-Topped for purposes of troops firing and disembarking from within)
The Phoenix may be taken as a Dedicated Transport for a Blade Sworn squad in an Eldar Corsair army. It may be attached to any unit in an Apocalypse game.
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![[Post New]](/s/i/i.gif) 2012/03/17 17:30:12
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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Edit:
The Super Heavy version of the Pillar, Urban Assault Platform
 The Goliath, Super Heavy Urban Assault Platform
Armor: 14/14/12
BS 3
Structure Points: 5
Void Shields: None
Can Transport 30 Infantry
Weapons:
Hull mounted Stormsword Cannon. (Or Hellhammer Seige Gun, whatever its called)
6 turrets (3 per side) each with a Heavy Assault Grenade Launcher (See Pillar)
2 center line turrets, one facing fore and the other Aft, can be armed with Duel Heavy Mortars
Can remove Center Duel Mortar Turrets and a pair of grenade launcer turrets to allow for increased Troop Transport (up to 45) , give 4 heavy Stubbers and allow 25 units to fire from the tank.
4 side Hull mounted Heavy bolters (2 per side)
Lumbering Behemoth
The Goliath is a rolling fortress and has enough onboard weapons to end a rebellion single handed. In heavily urban environs or those with large amounts of cover with the enemy heavily entrenched within them the Goliath is capable of wading into the middle of the fire to remove the enemy presence with its vast amounts of firepower or to take and hold a location with the Infantry it can transport. Enemy defensive positions and fortifications are a nuisace to the Goliath, rolling up to them and firing its hull mounted Stormsword cannon and side Heavy grenade launcher turrets flattening them into dust, following up with the deployment of its cargo of soldiers to take the position. Another Varient of the Goliath has the top Duel heavy Mortar turrets removed and replaced with a bunker like super structure to increase transport capacity and allow for troops onboard to fire from the machine with their weapons.
The main weaknesses of the Goliath are long ranged Anti Armor weapons, or if a heavy armored tank can get to the rear or flanks of the Goliath where the Stormsword cannon cannot hit hit them. At the same time, besides the StormSword cannon built into the front and the Grenade launchers (which can only damage lightly armored machines or the rear armor of others) at the same time all the weapons are short ranged for urban combat (including the Stormsword cannon), the longest range weapons onboard the machien are the duel Heavy Mortar turrets but those at most would ward off anti tank infantry like Lascannon teams, Enemy Tanks could wistand the mortar fire and Grenade Launchers to deliver a blow to the Goliath.
Points: 550
Remove Mortar Turrets and a pair of Grenade Launcher turret for increased transport capacity to 45 and allow 25 troops to fire out: 50
Imperial Guard Vehicale upgrades (Stubber/Hunter Killer/ Storm Bolter) all their respective points cost.
Exchange side hull Heavy Bolters to Heavy Flamers, Free
Its more expensive then a proper Stormsword but its anti infantry firepower is immense (plus the transport capacity), but a Stormsword can handle tanks much better with its Lascannons and the ability to possibly have 4 of them.
Inspired by the Goliath of the same name from Battlefield:2142 (same vehicle inspired the Pillar)
Pit Viper inspired by the M18 Hellcat Tank destroyer of WW2.
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This message was edited 4 times. Last update was at 2012/03/18 06:45:09
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/03/17 20:37:44
Subject: Design your own War Machines (or vehicle upgrades)
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Longtime Dakkanaut
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How about a tyranid war machine. 3 wounds, t8, 4+ armor.
Comes with 3 attacks base, ws3 s6 i1. In addition can transport 10 tyranid infantry, counting as a regular transport. if killed the infantry unit takes 3 s6 ap2 attacks hitting on 4+ to represent death throws, and are pinned.
Base cost 75 points.
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![[Post New]](/s/i/i.gif) 2012/03/17 21:29:48
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Spawn of Chaos
The Eye of Terror, by the will of the Dark Gods
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A play on the Baal Predator, this vehicle is for an Iron Hands Army.
Medusa Predator - 80pts
BS4 FA13 SA11 RA10
Special Rules
Power of the Machine Spirit
Upgrades
Same as C: Space Marines
Wargear
Main Turret
Autocannon - Standard
Monsoon Bolter* - 20pts
Typhoon Missile Launcher - 40pts
Twin-linked Lascannon - 40pts
Sponsons
Hurricane Bolters -15pts
Heavy Bolters - 25pts
Lascannons - 60pts
*Monsoon Bolter - 36" 2x S5 AP4 Heavy 3 twin-linked
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-WIP-
Chaos Marines
Tau
Necrons |
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![[Post New]](/s/i/i.gif) 2012/03/17 22:47:30
Subject: Re:Design your own War Machines (or vehicle upgrades)
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PanOceaniac Hacking Specialist Sergeant
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Chaos Daemon Marauder 220 pts
14/13/13
BS 4
Tank
Transport (capacity 16)
Daemon
2x Warp Cannons
Warp Cannons are gateways to the warp. Rather than firing a projectile, the target is torn apart, as its physical structure is sucked into the warp. Visually seeing this fearsome weapon in action is like watching a plasma projectile being sucked out of the target and streaming into the maw of the great daemon weapon.
Heavy 1 Str 9 AP1 36" range (for targets with a toughness value, on a roll to wound of 4+, that model will take an extra wound{ Ex. Carnifex is hit, and then wounded on a 5, that carnifex now suffers 2 wounds})
1x TL Crusher autoguns
The crusher autogun is a deadly weapon, firing rapid pulses of the daemons rage, piercing its target, and then wreathing the unfortunate soul or machine in daemon fire.
Heavy 4 str 5 ap4, poisoned 3+, rending.
*The Daemon bound to this machine is still furiously loyal to its patron. It can only house cult troops of the same alignment as its own, or chaos marines who bear the icon of their patron deity.
*The daemon wields the vehicle as naturally as its own limbs. The chaos Daemon Marauder may move and fire all of its weapons. It may even do so if it moved at cruising speed, although at BS 3
*The Daemon is above worldly concerns, it never suffers crew shaken or stunned results, these results are always ignored
The vehicle MUST take one of the following upgrades. Further more it may take any vehicle upgrade in the CSM armory
Khorn: The vehicle counts has Frag Grenade Launchers, and counts as an assault vehicle.... 30 pts
Slaneesh: The vehicle counts as an assault vehicle, and move an extra 6 inches in the shooting phase instead of shooting...35pts
Nurgle: The vehicle counts as an assault Vehicle, Its armour value is increased to 14/14/14, also for all shooting outside of 12 inches the vehicle is conferred a 5+ cover save against all penetrating and glancing hits... 50pts
Tzeench: The vehicle counts as an assault vehicle. The vehicles weapons are all increased by one pt of strength. (does not affect upgrade weapons ex. MultiMelta, combigun etc..) The vehicle has a 4+ invulnerable save against any penetrating or glancing hit (from ANY and ALL sources)...80pts
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This message was edited 4 times. Last update was at 2012/03/17 22:57:18
When your wife suggests roleplay as a result of your table top gaming... life just seems right
I took my wife thru the BRB for fantasy and 40k, the first thing she said was "AWESOME"... codex: Chaos Daemons Nurgle..... to all those who says God aint real.... |
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![[Post New]](/s/i/i.gif) 2012/03/18 02:00:30
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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New Leman Russ varient.
 The Decimator Missle Launcher Leman Russ.
All LRBT stats apply (except the rear AV is 11 like the Demolisher)
Lumbering Behemoth
The Turret has it's main gun removed and a targeter in place of the gun, on the turret's sides are a pair of large Missle racks.
similar to this only larger and more " 40k" with a Leman Russ Chassis and turret.
It can fire "Decimator" Missles ( larger versions of Krak and Frag)
Krak Missle: S 8 AP 2 heavy 2
Frag Missle: S 7 AP 4 Large Blast 2
Range: 60 inchs
It can crack open enemy armor but can't deal with 14 armor very well (will only glaces like a battle cannon), and its frag missles while having 2 large blasts can't tear through armored troops (like Space Marines) easily with its lower AP. but against swarms of lighter armor or swarms of lightly armored infantry it can tear them asunder.
in Apoc it can gain AA mount for its Krak missles (but its a trade off, either Krak missle for ground targets only or for Anti Aircraft Duty, frag is left alone and still can be fired normally)
All other Weapons any Leman Russ can carry can be used, such as the Hull Mounted LasCannon or sponson weapons.
Points: 170 compared to its couterpart Leman Russ Variants.
with the normal additional Sponsons and Equipment points
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This message was edited 3 times. Last update was at 2012/03/18 07:36:11
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/03/18 02:07:54
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Rampaging Reaver Titan Princeps
On your roof with a laptop
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The Chaos Hectic:
Hectics are a recent sight amongst the endless hoards of chaos, seen fighting alongside anyone from lowly mutants, to elite chaos astartes. They fill the roll of quick skimmers in a chaos army and are increasingly numerous sights on the battlefield. They vary greatly from possessed land speeders, to horrid, winged abominations.
Chaos hectics: 65 pts per model
BS: 4 ARMOUR: F: 10/S: 10/R: 10
FOS: A unit of chaos hectics counts as a fast attack choice.
Unit composition: 1-3 chaos hectics.
Type: skimmer, fast.
Wargear: bloodspitter.
Bloodspitter: Bloodspitters are thought to be heavily warp-altered heavy bolters which pack an extra punch, but slightly lack armour piercing capabilities.
Range: 36” strength: 6 AP: 5 Type: heavy 3
SPECIAL RULES: deep strike.
Daemonic possession: Hectics are inhabited by powerful daemons which give the abomination unholy durability.
Hectics ignore all shaken and stunned results.
Darting insanity: Hectics, among daemon machines, are especially insane and often dart about the battle field madly at great speeds, flying in random directions.
At the start of the movement phase, before the hectic unit has moved, the unit may choose to do the following. They may roll 2D6 and scatter that distance in a direction chosen by the scatter die, for good or for bad. Alternatively, the unit may conduct the movement phase as normal.
OPTIONS:
Any hectic may replace its bloodspitter with:
- Bloodboiler for free
Bloodboiler: like the bloodspitter, the Bloodboiler is an incredibly warped weapon, the bloodspitter being based upon the heavy flamer, yet again sacrificing armour piercing for raw strength.
Range: template strength: 6 AP: 5 type: assault 1
Any hectic may take:
- Mawcarbine for +40 pts per model
Mawcarbines: Mawcarbines are lesser versions of the weapons utilised by the dreaded soulgrinder, Less dangerous, but still incredibly dangerous.
A Mawcarbine may be fired in two different ways. Choose which one you will use before you fire each turn.
- Vile spit: range: 48” strength: 5 AP: - type: heavy 2, blast
- Horrid bombardment: range: 48” strength: 7 AP: 1 type: heavy 2
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This is a signature. It contains words of an important or meaningful nature. |
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![[Post New]](/s/i/i.gif) 2012/03/19 21:39:21
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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 Condor, Heavy Air Transport
IG
BS 3
AV: 12/12/11
Structure points: 2
Transport:
100 infantry models (2 full platoons)
Or 3 Chimeras and their cargo of infantry (or 3 chimera sized units, such as hell hounds or the Pit Viper)
Or 3 Leman Russes
Or a mix of vehicles. ex: 1 LRBT, a Chimera and a Hellhound.
or 2 Pillar Urban Assault Platforms and their cargo
Or 9 Sentinals
Or carry 2 Malcador Tanks (any varients)
Remove armor to 10/10/10 and all weapons bar the chin mounted duel auto cannon and can transport a single Baneblade (or one of its varients), or a Crassus (or one of its varients), or 2 Macharius Super heavy Tanks.
Cannot carry a Goliath/ Titan of any kind or Gorgon.
Weapons:
1 Chin mounted Duel Auto Cannon (360 view)
4 door mounted Heavy Bolters
Rear door mounted Auto Cannon
Wing mounted turrets with dual Auto Cannons with AA mount
Wing pylons with 2 Hellstrike MIssles each (4 total)
No Bombs.
Aircraft upgrades possible.
The Condor is the Imperial Guards answer to the Thunderhawk of the Astartes and the big brother to the Sky Talon Valkarie. No where near as heavily armed or armored as a Thunderhawk but can carry troops and equipment into battle just as quickly if not faster then a Thunderhawk, dropping troops into contested areas along with their equipment and can even drop full sized tanks such as the Leman Russ or a large contingent of Sentinals. When stripped down with the removal of alot of the armor and all the weapons bar its chin gun the Condor can heft a vehicle the size of a Baneblade or 2 Macharius Super Heavy tanks, but the removal of the armor plate brings dangers as the enemy, as soon as seeing a Super heavy tank being hauled in their direction at speed, will direct all fire to prevent such a machine from entering combat, a Gorgon, Titan of any kind or Goliath (see above creation) are much to heavy for even a stripped down Condor and must be hauled by a bulk freighter or drive to their deployment zone.
IT doesn't have the overwhelming firepower of a Thunderhawk nor the armor, but its ability to move troops and equipment is unmatched and a wing of Condors can unload legions of Men and Machines on the enemys flanks to crush the enemys of Man.
Points:400
Aircraft upgrades avalable.
remove armor and weapons to carry Super Heavys. Free.
The Cargo it carries will take up alot of points.
400 point Condor + a 400 point Baneblade is 800 points and the possibility to loose that from AA fire is present.
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This message was edited 3 times. Last update was at 2012/03/20 03:00:07
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/03/20 01:00:54
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Willing Inquisitorial Excruciator
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Engine of War wrote:  StormBird, Heavy Air Transport
IG
BS 3
AV: 12/12/11
Structure points: 2
Transport:
100 models (2 full platoons)
Or 3 Chimeras and their cargo of infantry (or 3 chimera sized units, such as hell hounds or the Pit Viper)
Or 3 Leman Russes
Or a mix of vehicles. ex: 1 LRBT, a Chimera and a Hellhound.
or 2 Pillar Urban Assault Platforms and their cargo
Or 9 Sentinals
Or carry 2 Malcador Tanks (any varients)
Remove armor to 10/10/10 and all weapons bar the chin mounted duel auto cannon and can transport a single Baneblade (or one of its varients), or a Crassus (or one of its varients), or 2 Macharius Super heavy Tanks.
Cannot carry a Goliath/ Titan of any kind or Gorgon.
Weapons:
1 Chin mounted Duel Auto Cannon (360 view)
4 door mounted Heavy Bolters
Rear door mounted Auto Cannon
Wing mounted turrets with dual Auto Cannons with AA mount
Wing pylons with 2 Hellstrike MIssles each (4 total)
No Bombs.
Aircraft upgrades possible.
The Stormbird is the Imperial Guards answer to the Thunderhawk of the Astartes and the big brother to the Sky Talon Valkarie. No where near as heavily armed as a Thunderhawk but can carry troops and equipment into battle just as quickly if not faster then a Thunderhawk, dropping troops into contested areas along with their equipment and can even drop full sized tanks such as the Leman Russ or a large contingent of Sentinals. When stripped down with the removal of alot of the armor and all the weapons bar its chin gun the Stormbird can heft a vehicle the size of a Baneblade or 2 Macharius Super Heavy tanks, but the removal of the armor plate brings dangers as the enemy as soon as seeing a Super heavy tank being hauled in their direction at speed will direct all fire to prevent such a machine from entering combat, a Gorgon, Titan or Goliath are much to heavy for even a stripped down Stormbird and must be hauled by a bulk freighter or drive to their deployment zone.
IT doesn't have the overwhelming firepower of a Thunderhawk nor the armor, but its ability to move troops and equipment is unmatched and a wing of Stormbirds can unload legions of Men and Machines on the enemys flanks to crush the enemys of Man.
Points:400
Aircraft upgrades avalable.
remove armor and weapons to carry Super Heavys. Free.
The Cargo it carries will take up alot of points.
400 point Stormbird + a 400 point Baneblade is 800 points and the possibility to loose that from AA fire is present.
good idea, but please rename it seeing as the marine legions already HAD the stormbird
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"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos
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![[Post New]](/s/i/i.gif) 2012/03/20 02:49:38
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Lone Wolf Sentinel Pilot
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Rape Train: 400 Points BS Front Sides Rear 4........14.....12......11 Unit Type: Vehicle Wargear: Two cars, each with 1x Twin-Linked Autocannon turret per car Special Rules: Lumbering Behemoth The Rape Train Has no Brakes! Abandon the Car Mechanical Ram Options: The Rape Train may take up to four more cars at: 80 points per car Any Car may swap out its autocannons for: Twin-Linked Lascannons: 20 Points A Battle Cannon: 50 Points A Demolisher Cannon: 65 Points Any car may take Heavy Bolter Sponsons at: 20 Points Per Model The Rape Train Has no Brakes!: If the Rape Train suffers an immobilized result roll 1D6, on a 5+ the Rape Train loses control and must move 12" each turn, although it can still fire its weapons at BS 1. If the Rape Train suffers another immobilized result roll 1D6 again, on a roll of 5+ it is still out of control, on a roll of 1-4 the Rape Train grinds to a halt. Abandon the Car: If the Rape Train suffers an immobilized result it may instead choose to destroy one of its cars. If it chooses to do so the rearmost car becomes a wreck and the rest of the train can move and shoot as normal Mechanical Ram: When the Rape Train Rams another vehicle add +1 to the strength for each car that is still attached to it.
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This message was edited 4 times. Last update was at 2012/03/20 05:06:55
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![[Post New]](/s/i/i.gif) 2012/03/20 02:53:03
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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TyraelVladinhurst wrote:
good idea, but please rename it seeing as the marine legions already HAD the stormbird
There already was a stormbird? i didn't know *shrug*
edited the vehicle post.
now the "Condor" and i can't find reference to a "Condor" in any army/faction (i checked lexicanum)
please let me know if there is a Condor named unit im not aware of. Automatically Appended Next Post: Buttons wrote:Rape Train: 300 Points
BS Front Sides Rear
4........14.....13......11
Unit Type:
Vehicle (tank)
Wargear:
Punisher Gatling Cannon (turret)
Battle Cannon (hull)
Autocannon (coaxial)
Twin-Linked Heavy Bolters (Sponsons)
Special Rules:
The Rape Train Has no Brakes!
Lumbering Behemoth
Options:
The Rape Train may take a second set of heavy bolter sponsons: 50 Points
The Rape Train Has no Brakes!: If the Rape Train suffers an immobilized result roll 1D6, on a 5+ the Rape Train loses control and must move 12" each turn, although it can still fire its weapons at BS 1. If the Rape Train suffers another immobilized result roll 1D6 again, on a roll of 5+ it is still out of control, on a roll of 1-4 the Rape Train grinds to a halt.
Thats more a mutant Leman Russ with a drive system problem.....
Heres a better "train", i used a train for an apoc scenario a while back with a large train set
The Objective was to simply escort the train from one end of the board to the other while protecting it from the attackers, the rules were still being tweaked so it was a draw in the end.
Anyways.
"The Apocalypse Express"
The Train is comprized of several segments like any real trian, if a segment in the middle is detroyed then it is removed and the segments in the rear latch onto the undamaged segment infront and the train continues to move, as to prevent all shots to the car behind the locomotive to win the game.... that would be cheesy
Locomotive:
AV: 14/14/13
SP: 5
Void Sheilds: 3
BS; 3
Weapons:
Turret with baneblade cannon
2 Heavy Stubbers and a twin linked Heavy bolter turret.
"STOP FOR NOTHING!"
The Locomotive (and therefore the whoel train) cannot stop unless destroyed outright. Drive damaged hits slow the train by half. It moves 24 inchs normal (it was a large board, alot of track to cover) and 1 drive damaged would slow it to 12 inchs. and another down to 6. after that any further drive damage would remove weapons until there are no more. then any further drive damage woudl eat into structure points.
"EMERGENCY REPAIRS!!"
There are several onboard tech preists and Servators on the Locomotive, shoudl a drive damage be taken roll a 5+ to try and repair it and keep the train rolling full speed, this can be rolled every turn by the owner of the Train to attempt to keep the train at full speed.
There were many kinds of train cars used the the scenario.
All cargo carriers that had tanks/troops onboard allowed the embarked troops to fire all weapons to help defend the train.
All cargo carriers have AV: 11/11/11
"Cargo Carrier- Super Heavy"
Can carry a single Super Heavy unit
Cargo Carrier- Vehicle
Can carry a single Vehicle (Tank, Transport, doesn't matter)
Cargo Carrier- infantry
Can hold either a full heavy weapons team ( 3 Heavy Weapons) or 2 Squads of Troops. All can fire at the enemy
Combat Cars are weapon mounting cars.
their AV is 13/13/13
"Super Heavy Combat Car"
Weapons:
Baneblade battle cannon (or any TURRET MOUNTED baneblade weapon)
4 Heavy bolters, (2 on either side)
2 twin linked Auto Cannon turrets.
"Heavy Combat Car"
Battle Cannon or Vanquisher cannon turret mounted (or any Leman Russ turret weapon)
4 Heavy bolters again, 2 per side.
"Combat Car- AA"
Twin Hydra turret or twin manticore turrets with AA missle
2 heavy stubbers
"Artillary car"
2 Earth Shaker Cannons
2 Heavy Stubbers
"Void Sheild Generator Car"
AV: 10/10/10
gives 1 void sheild to all cars
has massive explosion if killed
finally the Caboose
AV:11/11/11
twin linked heavy stubbers out the sides and a battle cannon for anything that attacks the rear.
There was no points applied to the train due to it being a strategic thing and part of the Scenario.
But there was a limit to the number of cars to about 10.
To win the defending side had to get the locomotive and 4 cars over the other side of the board.
Attackers had to stop the train or destroy most/all of the train cars.
Thre were more rules attached to the train but i cannot remember them at this time.
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This message was edited 3 times. Last update was at 2012/03/20 03:58:44
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/03/20 05:06:35
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Lone Wolf Sentinel Pilot
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I modified it a little, think of it like a tracked train. It can put down a ton of fire, it can add extra cars, and it is great at ramming if you add lots of cars. Probably should add some structure points.
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![[Post New]](/s/i/i.gif) 2012/03/20 19:00:41
Subject: Design your own War Machines (or vehicle upgrades)
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Liche Priest Hierophant
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Sounds a lot more like something the Orkz would think up than anything the Imperium would have.
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GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
If yer an Ork, why dont ya WAAAGH!!
M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! |
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![[Post New]](/s/i/i.gif) 2012/03/20 19:03:57
Subject: Design your own War Machines (or vehicle upgrades)
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Lone Wolf Sentinel Pilot
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Anvildude wrote:Sounds a lot more like something the Orkz would think up than anything the Imperium would have.
Probably. I originally intended that purely as a joke, but now I really wanna make one. I may modify the stats again and repost it.
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![[Post New]](/s/i/i.gif) 2012/03/20 22:40:16
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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 The Emporers Hammer, Land Battle Ship
Giantic tank (more a land ship hence the name) with titan grade guns (and more). dwarfs a Reaver titan and its main turret stands about shoulder high of a Warlord. it is as long as a Capitolis IMperalis.
AV:14/14/13
Structure Points: 10
Void Sheilds: 6
Weapons:
Dual Vengence Cannons (Emporer Class titan weapon) in the primary Turret.
Plasma Annialator (Emporer Class weapon) in the front Hull, limited fire arc
Upper Front hull: 2 Volcano cannons (seperate turrets),
Lower front hull, 2 vulcan mega bolter turrets.
Broadsides: 6 Battle Cannons, 6 Twin Linked heavy bolter turrets, 6 twin linked Lascannon turrets, 3 limited transverse Baneblade batlte cannons.
Rear: 2 turrets with duel Turbo laser turrets. and a pair of heavy bolter turrets.
Upper deck: 4 turrets with Earth Shaker cannons, pair of Hydra Turrets, Death Strike Vortex missle Launcher (6 missles)
attached to rear turret are 2 Hydra Turrets.
weapon upgrades like a hunter killer missle or stubbers would be utterly redundant, but useable.
The Emporers Hammer is the battleship of tracked vehicles. the Capitolis Imperialis is larger but the Hammer has enough weapons to make an Emporer Titan cringe and run.
The Emporers Hammer rolls into battle spitting thousands of tons of ordinance into the enemy, Titans fall before it, armys run or die, and citys crumble to dust. Only a proper Emporer titan has more firepower if only by a small margin. Meters of ferro steel and adamantium protect the behmoth machine, along side several void sheilds, as if the tonnage of ordinace it carries was enough of a deterrent of attack. The only known weakness would be a melee attack by a Titan but as few titans can "sneak up" on the Hammer without being detected by its escort or its extensive senory arrays, other then a massive concerted attack by other Titans or a huge army (not including bombardment by space craft).
Points: 4000
i had a concpet for a 4 armed titan based of a Boss chacter in a game called "Einhander", the "Spinne" a giant 4 armed machine with each arm holding a huge weapon (a flame thrower, Gatling gun, cannon and, missle launcher), still working on it.....
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This message was edited 1 time. Last update was at 2012/03/20 22:40:41
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/03/20 22:51:48
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Rough Rider with Boomstick
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 Warp Lion Tank Destroyer Squadron...125pts
Constructed to provide fast response anti-tank support to the Imperial Guard, it was built using the easily constructed Chimera chassis and salvaged Vanquisher turrets. The engines where heavily modified in the same fashion as on the Hellhound, but the chassis was striped of armor to off set the extra wight of the vanquisher cannon. The tank is a glass cannon in every since of the term, and the crew of these lethal machines have learned to take full advantage of the tank's speed to shoot-and-scoot.
BS Armor F S R
3 10 10 10
Type: Vehicle(Tank, Fast, Open-Topped)
Unit: 1-3 Warp Lion TDs
Wargear: Vanquisher Battle Cannon, Heavy Stubber, Searchlight, Smoke Launchers.
Special Rules: Scout
Options:
Pintle-mounted Heavy Stubbber or Storm Bolter +10pts
HK Missile +10pts
Dozerblade +10pts
Camo Netting +20pts
May be taken as a Fast Attack Choice in an Imperial Guard Army.
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This message was edited 2 times. Last update was at 2013/08/30 00:48:21
DR:80+S++G+MB--I+Pw40k03+D+A+++/areWD322R++T(F)DM+ |
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![[Post New]](/s/i/i.gif) 2012/03/21 04:47:14
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Elite Tyranid Warrior
Belfast, Northern Ireland
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Hey there mine's not a vehicle but a Tyranid super-heavy Xenoform. Here goes.
Venom Queen.
The Venom Queen is a huge species of Tyranid organism thought to be engineered from the Hierophant genus though not quite as large. It is noted for it's highly toxic nature and unique weapons. The creature will begin with the mass polluting of it's surroundings and poisoning mass numbers of people whereever it goes. It is theorised by the Adeptus Magos Biologis that it was bred to enter the most hostile enviroments to achieve tactical domination these areas so the swarm could then exploit this.
The Venom Queen is reported to show a high degree of awareness even though it is not a synapse organism. It is believed that this is due to a logic center or problem solving adaptation to allow it to operate effectively without synapse coverage.
Those who survive close encounters with the organism have resulted in spreading chemical corruption amoung their fellow soldiers. This is caused by mutagentic bacteria the Venom Queen carries infecting survivors and then spreading. Level 8 quarantine required for such indiviuals or the Emporer's mercy at Chief medical officer's discretion.
Type= Gargantuan creature.
WS-5
BS-3
S-10
T-8
W-7
I-4
A-5
LD-10
SV-2+
Weapons= Caustis nerve spray. Pathogenic fungus pod cannon. Chem-claw.
Biomorphs= Toxic miasma, acid blood, implant attack, regenerate.
Special rules.
Toxic horror. All close combat attacks including the Venom Queens stomp attack are poisoned (2+). Models immune or resitant to poison will be wounded using it's strength charictaristic as normal.
Caustis nerve spray. Replacing on of the creature's arms the Caustis nerve spray is a highly corrosive fluid which contains bio-mettalic particles. The fluid eats into the target and generates energy as a by-product. This energy is used by the bio-metallic particles to sent hostile charges into the targets body using their own nervous system as a highway to cause maximum damage.
Range= Hellstorm
Strength= 7
AP= 3
Assault 1, Haywire.
Haywire, any vehicle hit by the Caustis nerve spray will suffer an additional glancing hit on a roll of 2+ and a penetrating hit on a roll of 6.
Pathogenic fungus pod cannon. This weapon fires multiple pods which detonate on impact spreading shrapnel and lethal pathogenic fungus over a wide area. The fungus used in this weapon attacks the body by consuming it's cells and moving through the bloodstream to consume more cells and replicate until the host bursts open and collapses in a heap of oozing fungus.
Range= 60
Strength= 3
AP= None
Apocalypse barrage (8), poisoned, (2+), rending
Chem-claw. This huge claw constantly sweats foul necrotic, neurotoxic and haemotoxic poisons. Combined with the impact of the claw few things can last long when grasped by this appendage.
The Chem-claw causes huge damage to targets. It's abilities apply to all the Venom Queen's close combat attacks with the exception of it's stomp attack. Sucessful invunerable saves must be rerolled against it. In addition vehicles hit by it suffer a crew shaken result from each glancing or penetrating hit in addition to any othewr damage.
Points=950
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![[Post New]](/s/i/i.gif) 2012/03/21 20:33:11
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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Monsterous/Gargantuan creatures work here too. Walkers as well. just apply the stats and all.
lots of cool designs.
If you get the chance, test them out in a game and report how well they do, im testing the Pillar, Pit Viper, and Decimator Russ this thursday.
 Sky Hammer, Heavy Support aircraft
AV: 12/12/11
bs 3
SP: 2
Armament:
Chin mounted twin linked Autocannon with AA mount
Broadside:(port)
2 Punisher Cannons
2 "Thumper" Cannons
2 Earth Shaker Cannons
Tail: Dual Auto cannons with AA mount
"Thumper Cannon"
S 7 AP 3 , 5 small blasts
The Sky Hammer is a flying gun battery, loitering outside a combat zone until needed. When called upon the Sky Hammer leans to its port side and unleashes its array of weapons on the targets below. Infantry are evaporated by its punisher cannons with tracer fire akin to a lightning bolt from the sky, its unquie "Thumper Cannons" pound light armor or heavy troops to dust with a distinct thumping sound (hence its name) as they let off a 5 round burst from both guns. Heavy armor or structures, the Sky Hammer fires its dual Earth shaker cannons, the firing of which jolts the aircrafts tail about 5 feet to the right and the mighty BOOM of the earth shakers form above is akin to the wrath of the gods. Enemy aircraft are warded off by its tail guns and any survivors of the Sky Hammers wrath are picked off with the chin auto cannons, which the turret is slaved to the pilots head movment through a complicated control scheme attched to his helmet, in short whatever the pilot gazes upon and with the pull of the trigger dies to the merciless fire of the chin mounted auto cannon.
The only weakness of the Sky Hammer is all the main weapons point out of its port (left) side and the aircraft must do a counter clockwise circle above a target. It cannon retaliate against attacks to its starboard (right) side with its main guns, only the tail and chin gun can aim to the right to defend the aircraft. The guns can be swapped to the right side but then it only switches the side the aircraft is weak on. All beside the fact that a flying gun platform is a major target for the enemys aggresion due to the threat of its array of weapons.
Points: 450
Swap main guns to opposite side: free
All aircraft upgrades possible
Exchange both punisher cannons for Vulcan Mega Bolter: 30
Exchange Earth shakers for single Medusa Cannon: 20
Add bombs (4): 50
Add Hellstrike missles (4): 50
Inspired by the C-130 Spectre Gunship.
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This message was edited 1 time. Last update was at 2012/03/21 20:35:32
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/03/21 20:57:48
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Blood Angel Neophyte Undergoing Surgeries
Corvallis OR
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Just an Idea I have had for some time.
Assault Drop Pod
(similar to a basic drop pod, but specialized for assaults.)
It has inertial guidance systems
All Assault drop pods come down first turn.
This is an assault vehicle, and allows a unit to assault, even if it has just deep striked.
Assault Flamestorm Cannon
str 6 ap 3 Can only be used on the turn it lands. Heavy 3
it is measured from anywhere on the hull of the drop pod (exluding the doors that drop open to prevent abuse). flamer template
units that disembarked from the pod this turn are immune to its affects.
Can hold up to 10 space marines, or 5 with jump packs, or 1 dreadnought.
In addition, it can hold one independent character jump packs included.
And of course only blood angels can use these
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![[Post New]](/s/i/i.gif) 2012/03/21 21:52:36
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Lone Wolf Sentinel Pilot
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Noiseblade Super Heavy Tank: 550 Points
Special Rules:
Sound of Madness
BS: 4
AV Front: 14
AV Side: 13
AV Rear: 12
Structure Points: 3
Weapons and Equipment:
1x Screecher Cannon
Twin-Linked Hull Mounted Sonic Blaster
Sponson Mounted Twin-Linked Sonic Blaster
Sponson Mounted Blastmaster
Searchlights and Smoke Launchers
Options:
May switch out its sponson weapons for extra side armour for: free
May switch out its sponson mounted twin-linked Sonic Blasters for twin-linked Doom Sirens for: free
May add a second set of sponson weapons for: 100 Points
Note: Uses a Shadowsword Chassis
Screecher Cannon (Focused)
Str: 8 (wounds on a 2+)
AP: 2
Range: 96"
Type: Heavy 1, Large Blast (ignores cover)
Screecher Cannon (Diffused)
Str: 4 (wounds on a 4+)
AP: 4
Range: 48"
Type: Heavy 5, Blast (ignores cover)
Sound of Madness: The Noiseblade is a terrible machine to face, a lumbering steel behemoth, decorated with trophies and symbols of excess, while high pitched noises screech forth from its weapons and a low pulsating noise resonates from its hull. Any unit (including friendly units) within 12" of the Noiseblade that doesn't have a Slaanesh icon, or isn't a noise marine squad must take a morale test at the end of every movement phase where it is within 12" of it. If the unit fails the morale test it must fall back.
Just an idea I came up with, pretty much a shadowsword or something modified with noise marine weapons and a special massive noise gun (screecher cannon) and a special rule relating to the fact that it is probably terrifying facing such a machine. I boosted the base cost by 100 points to make up for the BS 4 and special rule.
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![[Post New]](/s/i/i.gif) 2012/03/23 06:14:30
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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I tested the Pillar, Pit Viper and Decimator Russ in a 1500 point game against a freind who was infantry IG.
They all did really well.
The Pillar mowed through alot of troops and took a heavy toll before being hit by a metla and destroyed.
The Decimator made short work of the chimeras and did damage to a Russ who was showing its side armor (immobilized and removed the battle canon), but got immobilized by a lascannon team shot, wher eit continued to fire frag missles into the troops.
The Pit Viper managed to outflank behind his forces and fired upon the rear of a leman russ disabling it (batlte cannon stunned it, and when it turned around next turn the Decimator destroyed it), the Pit Viper was destroyed by a retaliatory lascannon shot from the command squad.
The Pillar needs a few tweaks but I give them the green light and will convert a model for each (if only for fun, those at the game store who have reviewd the Stat sheets have no problesm facing the units).
in the picture, the Pillar is the M3 Lee (turned Malcador), the Decimator is the Leman Russ with the large turret/Flak 88, and the Pit Viper is the Hellhound way on the far edge behind the building and detroyed Russ. This is at the end of the game before packing up. i won hands down but not as the experimental units OP but they were pivitol in the battle.
Feel free to test your own units in a friendly game. report if they are sucessful!
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This message was edited 1 time. Last update was at 2012/03/23 06:15:41
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/04/05 17:55:04
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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 The LongBow Assault Gun
AV: 13/11/10
BS 3.
Lock Down mode BS 5 (only for the main gun)
Weapons:
Earth Shaker Cannon or Medusa Cannon
Hull mounted Heavy Bolter/Heavy Flamer/ Multi Melta
Stubber, Hunter killer etc.
"Lock Down Mode": The LongBow deploys several stabalizers and engages its increadibly accurate optics system allowing the crew to hit targets with surgical presision with the main gun. When deployed in Lock Down Mode the vehicle CANNOT MOVE and must declare lock down mode during the movement phase and the gun has an arc of 90 degrees frontally. Lock Down Mode does not affect any other weapon onboard the machine but the main gun. (it can turn in place then engage Lock Down, but cannot move forward/Backwards then turn and engage lock down)
The LongBow is the Surgical Scapel amoung the Imperial Guards armor (which is a rare thing) and is slowly phasing out the hard to produce Laser Destroyer Tank Hunter. The LongBow will sit in a rear position in Lockdown mode and with its crew using its advanced optics system to hit and kill armored targets at extreame range with the main gun. The gun wielded by the LongBow is the Earth Shaker cannon usually seen on Basilisk artillary pieces but is restricted from firing at over the horizon targets. As a Assault gun it can ambush enemy armor at extreame range and hit them again and again with incredible accuracy.
Up close its very weak and unable to defend itself as much as a full Leman Russ could, and it cannot fire at unseen targets like a Basilisk or other artillary. Up close it has a heavy bolter for defense along side the possibility of a Stubber or Storm Bolter. In Lock down Mode its main gun becomes increadibly accurate at the cost of being unable to move at all (it can turn inplace then engage Lock Down but it can't move forward/backward then deploy) so it is often set up in a firing lane before hand to allow Lock Down to be used to full effect.
Points: 150
Switch Earth Shaker to Medusa Cannon: 10
Heavy bolter to Multi Melta: 5
Heavy bolter to Heavy flamer: free
Stubber, Hunter killer etc: their normal points cost.
Lock Down may need further tinkering.
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This message was edited 1 time. Last update was at 2012/04/05 17:58:59
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/04/05 19:15:25
Subject: Design your own War Machines (or vehicle upgrades)
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Honored Helliarch on Hypex
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Void Serpent
Eldar transport
BS 3
AV 12 12 10
Weapons: TL turret with same options as the wave serpent. no secondary weapon, however, the wraithgate itself counts as a weapon and is subject to all rules as if it was a weapon including being destroyed as a weapon.
May take vehicle upgrades as a falcon.
The Void Serpent may be taken as a transport option for any size unit of Wraithguard or for any unit normally able to take a transport. There is no maximum unit size.
This is a scaled down version of the Epic Storm Serpent, and is a cross between it and a wave serpent, built on a wave serpent hull. The wave field generators and the cargo capacity of the wave serpent are replaced by a powerful wraith gate generator mounted on the front of the serpent (something like the FW wave generator on their old style serpents).
special rules:
1. the Void Serpent is a mobile wraithgate, during the movement phase units eligible to enter from reserves may enter the field from the gate even if they were not the unit the transport was purchased for. Units entering the field this way may shoot and assault, however they do count as having moved and may make no additional moves in the movement phase. Infantry, jetbikes, wraith guard, wraithlords, the avatar and vypers may be deployed via the gate. Falcons/fire prisms etc, wave serpents and any super heavy may not utilize the gate. Place entering figures as per a webway portal centered on the front of the VS.
2. If multiple Void Serpents are taken, the Void Serpents may network their gates. An eligiable unit may enter a wraithgate taking them off the table. the next turn the unit can reenter the table through another wraithgate as per 1.
3. The Wraithgate itself distorts space and time around the gate itself. Attacks on the Void Serpent from the front are subject to a 3++ save and from the side a 5++ save.
4. If all wraith gates are destroyed any units in reserve must enter as per normal scenario rules. If the scenario prohibits reserves or units are blocked from entering from reserve, they are counted as destroyed.
Points: This would be a game changer, letting units that right now aren't as commonly seen be fielded much more aggressivly and allowing more hybrid armies. I'd like to price it at 135+ upgrades. Its a tough unit no doubt, but it going down is likely to be a game deciding factor as I would envision armies using them will be designed to fully utilize them. With the added vulnerability to the gate treating it as a weapon I don't think too high of a points cost is warrented.
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This message was edited 1 time. Last update was at 2012/04/05 19:17:09
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![[Post New]](/s/i/i.gif) 2012/04/07 20:38:19
Subject: Design your own War Machines (or vehicle upgrades)
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Rough Rider with Boomstick
Places
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somethine just entirley simple .. 2 ammo types for the Standard Russ
1) high Explosive ammunition - Strenght 6 , AP 5 1 D6 Scatter
2) Armor Piercing ammunition - Strenght 9 AP 2 Heavy 1
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Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y
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![[Post New]](/s/i/i.gif) 2012/04/07 20:53:12
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Fixture of Dakka
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Baal Predator Upgrade:
May take a Mega-Melta for free: Str 8, AP1, Melta, Heavy 1, Rng 36"
May take Multi-Melta Sponsons for 30 pts
May take a Novacannon for free: Str 7, AP2, Heavy 1, Large Blast, Rng 48"
May take Plasma Cannon Sponsons for 30pts
Probably insanely unbalanced, but whatever.
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BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant? |
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![[Post New]](/s/i/i.gif) 2012/04/07 23:27:16
Subject: Design your own War Machines (or vehicle upgrades)
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Lurking Gaunt
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For the ork battle wagon (dunno pints i don't play orks)
Lotza roket luncha'
str 8 rang 24" assault 2d6
on a role of doubles the vehicle suffers a glancing hit as some of the rockets explode within the gun.
For the IG the decoy tank
cost 5 points
You may place down this tank to intimidate your opponent and make him cry on urn one. The tank may not shoot or move but can block line of sight.
(I got this idea from the Canadian militaries decoy fighters lol which are actually kind of clever, I just thought it would be funny if the IG could bring 3 extra tanks just to have them on the field to look imposing.)
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This message was edited 1 time. Last update was at 2012/04/07 23:33:56
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![[Post New]](/s/i/i.gif) 2012/04/08 08:51:41
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Willing Inquisitorial Excruciator
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marines, all codexs
Fellblade 550 points
Front Side Rear BS
14 13 12 4
Wargear: turret mounted baneblade cannon, coaxial autocannon, hull mounted demolisher cannon, hull mounted twin linked heavy bolter, two sponson each with a lascannon and twin linked heavy bolter, searchlight, smoke launchers, extra armor
options: may add an additional sponson set for 100 points or may remove the sponson to increase it's side armor to 14. may have a hunter killer missile for +10 points. may have a pintle mounted storm bolter for +5 points or a multimelta for +15 points
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"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos
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