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Made in au
Tail Gunner





who wants to know?

Some new IG tank ideas i had. hope you like them.

Quad carrier.........points 80 per model
Heavy support, ordinance battery
BS:3 front:12 side:10 rear:10
Unit type: tank, open top
War gear: heavy bolter, search light, smoke launchers, heavy quad launcher
Special rules: slow rate of fire, shell shock
Options:
May replace its heavy bolter with:
heavy flamer...free
May take any of the following:
enclosed crew compartment..................................15 points per model
pintle mounted storm bolter or heavy stubber......10 points per model
hunter killer missile.................................................10 points per model
dozer blade..............................................................10 points per model
extra armour............................................................15 points per model
The entire squadron may take:
camo netting ..........................................................30 points per model
Special rules:Shell Shock, Slow Rate of Fire.


Doomblade...............................................points: 550
The Doomblade is a refitted baneblade. It was designed to carry multiple variants of shells, making it the perfect weapon for any battlefield.
Unit: 1 Doomblade
BS:6 Front:14 side:13 rear:12
Type: super heavy tank
Structure points: 3
Weapons and equipment:
Turret mounted Doomblade cannon
Hull mounted twin linked heavy bolter
Two sponsor, each with a twin linked heavy bolter
Search light , smoke launchers and 3 target finders
Weapon range strength AP type
Doomblade cannon* Na Na Na primary weapon
- Squash shot 72 7 3 Ord 1, blast, squash
- Inferno shot 72 5 4 Ord 1, 10 blast, no cover saves
- Hunter shot 72 9 2 Ord 1, blast, hunter
- Needle shot 72 10 1 Ord 1, needle
- Mine shot 72 6 3 Ord 1, 5 blast, mine
- Scatter shot 72 5 2 Ord 4, blast
- Smoke shot 72 na na Ord 1, hellstorm, smoke
- Flare shot 72 na na Ord bar 1, 10 blast, flare
Heavy bolter 36 5 4 heavy 3
Options: a Doomblade may take any of the following from the code: imperial guard: hunter-killer missile, pintle-mounted heavy stubber, pintle-mounted storm bolter.
A doom blade may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost.
It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for +100 points.
Special rules: squash: squash shots will automatically inflict a glancing hit to enemy armour in addition to the any damage it inflicts; against non vehicle models it causes D3 wounds, Note that this will only affect models under the hole of the blast template.
Hunter: hunter shots will always hit on the side armour.
Needle: needle shoots will always travel to its max range, mark a spot 72 away from the Doomblade and trace a line to the mark from the Doomblade, all models in this line are hit.
Mine: mine shot don’t detonate on impact but instead detonate when an enemy moves close to it. Mark the spot where the shot land, when an enemy moves within 2 of this spot the shot detonates.
Smoke: smoke shots don’t explode but rather release a ton of smoke. Mark the spot of impact then roll the scatter dice (use the little arrow if rolled a hit), this is the direction that the hellstorm template faces, all models in this area gain a 3+ cover save (vehicles count as being obscured).
Flare: the flare shot covers an area with light; all models under the blast area may be targeted freely when night time rules are applied.
Target finders: target finders increase the Doomblades BS skill by 1 for every still functioning target finder(already added), in addition when all 3 target finders are still working no Ord shot fired by the Doomblade will scatter (except a smoke shot and its smoke rule), note that the target finders can be destroyed by a weapons destroyed result .
* Choose one shot to fire a turn.

Ratling tanks.......................................................................points: 50 each
It was on one of the Ratling home world Kerun that this tank first saw combat. In the year 994678.M41 Kerun was attacked by the plague marines of the deathguard. When they attacked they launch a single orbital torpedo loaded with a deadly virus that slowly and painfully kills any human life form, but to their surprise the native Ratling’s had a natural immunity to the virus. Figuring the Halflings wouldn’t be much of a fight they continued with the attack. The Rattling's on the other hand were preparing for the inedible. When the plague marines attacked they slaughtered the Ratling defenders. Seeing that they were no match for the marines of the deathguard they withdrew to Bensin hive. Here in the shadows of an old forge 5 of the smartest Ratling’s constructed a tank to help them defend their planet.
BS: 4 front: 11 side: 10 rear: 10
Unit: 1-5 Ratling tanks
Type: tank, fast
Weapons:
• 1 heavy bolter
Options:
Any tank may exchange their heavy bolter for
Autocannon.....................................................free
Missile launcher...............................................5 points
Lascannon.........................................................10 points
Any tank may upgrade their weapons to
Twin-linked.......................................................5 points
Any tank may take
A hull mounted extra heavy bolter (can be exchanged. Can’t take the twin-linked upgrade) ......................................................................10 points per model
Searchlights.....................................................1 point per model
Smoke launchers...............................................5 points per model
Hunter-killer missile.........................................10 points per model
Extra armour.....................................................15 points per model
Dozer blade.......................................................10 points per model

The reaper flak tank.....................................................................points80/210
The death seeker missile tank......................................................points75/200
Note that the first set of points is for normal battle, the second is for apoc, (because of the AA rule).
Although the hydra is the primary anti aircraft weapon in the imperial guard there are two other AA weapons that exist, the reaper and death seeker. The reaper is the only AA weapon that fires a highly explosive shell high into the air. Although it as a slow rate of fire it makes it up by it destructive power. The death seeker fires modified hunter-killer missile that will remain locked on to the air craft. In battle the death seeker is the most feared of all the AA mounts because it missile never miss.
Unit: reaper flak cannon
BS:3 front:12 side:10 rear:10
Type: tank
Wargear:
- 1 reaper flak cannon
- 1 heavy bolter
- Searchlight
- Auto target system
Unit: death seeker missile tank
BS:3 front:12 side:10 rear:10
Type: tank
Wargear:
- 6 death seeker missile
- 1 heavy bolter
- Searchlight
- Auto target system
Options: any model may replace its heavy bolter with a
- Heavy flamer...................................................................................................free
Any model may take any of the following
- Pintle mounted storm bolter or heavy stubber..............................................points 10
- Hunter killer missile........................................................................................points 10
- Dozer blade.....................................................................................................points 10
- Extra armour...................................................................................................points 15
- Camo netting...................................................................................................points 15
Weapon range strength AP type
Reaper flak cannon 72 8 3 heavy1, large blast, AA mount*
Death seeker missile unlimited 9 2 heavy1, AA mount, one shot, hits on 2+
*Select weather targeting a flyer or ground models, if targeting a flyer the blast will only affect flyers and vice versa.

Alexander q-stein...................................................................................points 700
Alexander q-stein was one of the greatest techpreist to have ever lived. He was in command of the forge world Tyrous when it was besieged by the dark elder. Alexander fighted bravely that day but was over whelmed by the enemy and so retreated to vault of knowledge with only a hand full of servitor and techpriest, there he vowed to redeem the ancient forge. So all through the night he and his fellow techpriest worked on a vehicle to repel the dark invaders, he and the other techpriest then committed a forbidden crime among the priesthood, the infused there body and souls to the machine so they may forever end the lives of the emperors foes. When the imprium rediscovered Tyrous they found a flattened waste land with nothing in sight except for a single unknown vehicle in the distant.Unit: Alexander q-stein (unique)
BS:5 front:14 side:14 rear:13
Type: super heavy tank
Structure points: 4
Void shield: 2
Weapons and equipment:
- 1 storm sword cannon (firing as Ord barrage)
- 1 Vulcan mega bolter
- 3 pairs of sponsor each with a twin linked heavy bolter and a lascannon
- 2 twin linked heavy flamers
- 4 twin linked auto cannons with AA mounts
- 2 pintle mounted storm bolters, 2 pintle mounted heavy stubber
- Searchlight, smoke launchers, extra armour, dozer blade and 2 hunter killer missile
Special rules:
I won’t die: if Alex tank is destroyed than he can attempt to commandeer another vehicle (friend or foe) within 20 on the roll of 4+, if success full that tank gains Alex BS skill. Note that if it’s an enemy vehicle that Alex takes then it will become yours for the rest of the match.

Supreme confessor Robert Gein and the carrier of the Ark.........points 350 heavy support, HQ
Robert Gein has always show unimaginable devotion to the emperor and those who lead in his name, so much devotion was shown that by the age of 4 he was accepted into the ecclesiarchy priesthood, and by the age of 8 had obtained the rank of confessor. It was during the cruxax campaign that Robert found the most sacred of lost relics, the Ark of the imprium, containing the relics that the emperor used to fight the corruption of heresy. It was here that Robert was gifted with the great privileged and burden of guarding the Ark for the rest of his life, with this honour he was proclaimed supreme confessor of the imprium. Robert saw that he should cart the Ark from battle field to battle field, so he can truly preach in the emperors name, to aid in this task he ordered the tech priest of mars to heavily convert a leman Russ to carry the Ark.
Unit type: tank, (unique), infantry (unique)
Robert WS:5 BS:5 S:4 T:4 W:3 I:4 A:4 LD:10 SV:4+/4+
Tank BS:5 front:14 side:13 rear:12
Transport: the carrier of the ark can only carry Robert
Access point: for the purpose of embarking, disembarking and shooting the tank counts as open top
Wargear:
Tank: a pair sponsors each with a inferno cannon, the Ark, smoke launchers, searchlight, extra armour, twin-linked auto cannons, camo netting, and dozer blade.
Robert: caprace amour, rosaries, flails of judgment, pistol of faith.
Weapons range strength AP type
The ark 30 10 1 heavy D6*, pinning
Pistol of faith 12 8 1 pistol, gets hot, ignores cover and inv saves
*D6 hits on every enemy model within 30
Flails of judgment: the flails are a thunder hammer that causes D3 wounds.
Special rules:
Robert: righteous fury, independent, fearless, eternal warrior, preferred enemy (chaos), it’s gone.
Tank: lumbering behemoth, it protects use.
It’s gone: if the carrier of the ark is destroyed Robert gains the rage and fleet rules.
It protects use: the Ark emits a powerful force field that surrounds the tank and nearby faithful friendly’s, any friendly models within 15 may take a leadership test, if the test is passed they gain a inv save equal to 12 mines their LD value (e.g. an LD of 7 will equal a 5+ inv save, 12-7=5), if they fail they will not gain this save for the rest of the match. note that the save onlys last one turn. vehicles (including the carrier of the Ark) count as obscured.

so tell me what you think.

This message was edited 2 times. Last update was at 2011/03/06 22:14:04


 
   
Made in gb
Lord of the Fleet






London

I briefly zoomed over most of these, and I'm liking what I'm reading, however one thing screams overpowered in every extreme. The Ark Forcefield, which would give an Ld10 model a 2++ Invulnerable save. Terminators, meet the Ark, hello 2++ saves, byebye opponent who refuses to play against something like that. I would simply make it so that anything within 12" gets a 4++ save, or maybe to gain the save, they have to pass a Leadership test, which would keep some of the Ld-based idea you're going with at the moment.

Edit: Also, the rule which allows someone to gain control of an enemy vehicle on a 4+. Why? Simply that. So if I had an Imperator within range of that ability, you could take control of it on a 4+, a freaking Imperator? That rule has to go, if a Baneblade goes nuclear, he's not going to be walking away from it anytime soon.

This message was edited 2 times. Last update was at 2011/03/06 20:05:11


 
   
Made in au
Tail Gunner





who wants to know?

Valkyrie wrote: The Ark Forcefield, which would give an Ld10 model a 2++ Invulnerable save. Terminators, meet the Ark, hello 2++ saves, byebye opponent who refuses to play against something like that. I would simply make it so that anything within 12" gets a 4++ save, or maybe to gain the save, they have to pass a Leadership test, which would keep some of the Ld-based idea you're going with at the moment.

A leadership test would make it more fair i'll ad it in.
Valkyrie wrote:Edit: Also, the rule which allows someone to gain control of an enemy vehicle on a 4+. Why? Simply that. So if I had an Imperator within range of that ability, you could take control of it on a 4+, a freaking Imperator? That rule has to go, if a Baneblade goes nuclear, he's not going to be walking away from it anytime soon

How about i limet this rule to imperial vehicals only.
   
Made in au
Tail Gunner





who wants to know?

Heres another one
Shadow hammer tank.......................................................................................................points: 600
The shadow hammer tank was developed to aid the harsh trench warfare on Gluckstack. The fighting there had been going on for almost millennia. They Techpriest station on the planet where tasked to develop a new tank to break the stalemate. What the developed was a heavily armoured troop transport based off a baneblade chasse. When it was pressed into combat, it not only broke the stalemate it drove the opposing army back to their main bass and finished them.
Unit: 1 shadow hammer
BS: 3 front: 14 side: 14 rear: 13
Type: super heavy tank
Structure points: 4
Transport: 40 models
Access points: 2 on the ether sides
Fire points: 10
Weapons:
• 1 hull-mounted demolisher cannon with coaxial auto cannon and 1 twin linked mortar
• 1 pair of sponsors each with a battle canon with a coaxial heavy bolter and 1 lascannon
• 2 twin-linked missile launcher
• Search light and smoke launchers

Tell me what you think
   
 
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