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.
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.
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?)
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.
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.
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.
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.
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.
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.
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
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
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
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.
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
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.
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.
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
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.
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.
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.....
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.
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.
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.
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.
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.
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
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
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.
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.
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!
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.
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.
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.)
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
Special Rules: Supersonic, Synaptic explosion, Scouts
Payload: When Osteoprojectile explodes, place a template in contact with its hull. Units take an S8 AP1 hit for each of their models under the template.
Bonescythes: Units affected by a tank shock by the Osteoprojectile suffer 3 S6 ap2 rending hits.
Synaptic Explosion: Declare a tankshock or ram at a specific unit at least 12" away; you must move flat-out in order for synaptic explosion to take effect. If you reach the target unit without ramming or tank-shocking any other units in the way, your tankshock deals an additional D6 S6 AP2 rending hits, and the Osteoprojectile suffers the Destroyed: Explodes! result. These results are applied before your opponent moves any models or tests for morale - he must still do so afterward, and may have to test again at the end of the phase for casualties. In the case of a ram, treat its ram strength as 4 higher against its target. Regardless of the result from the ram, apply the Destroyed: Explodes! result to the Osteoprojectile.
Looted wagons need to be split into two categories:
1. looted wagon (as detailed in codex)
2. "'eavy wagon" (FA:13 SA:12 RA:10) (to represent looted Russ tanks and things like lung burstas, etc.) give it "lumbering behemoth" and armour plates as standard. let it choose from both kill kannon OR boomgun as a main gun.
Mark of Nurgle 50 points: Front armour now 14, side 13, rear 11.
Mark of Khorne 20 points: Losses "Maw Cannon" upgrades, now has 4 Dreadnought close combat weapons
Mark of Tzeentch 20 Points: Gains a 4+ Cover Save
Mark of Slannesh 20 points: Now has the Fleet special rules,
Armor 14/13/10
Vehicle Type: Tank
Weapons: None (See Entry)
Special Rules - If dey ain't dead afta dis..., Slow but Steady, All Hands on Deck
BS: 2
Base Points - 175
The Dakka Wagon has 10 points on its hull to mount weapons. Iin the back of the ork codex review the weapons listed for the book in its entirety. Any of these weapons can be put on any of the Dakka Wagon's points until you reach your maximum allotment of 10. Use the appropriate upgrade value or base value when calculating points for weapons upgrades. If there are multiple points values, always use the highest. The following Limits apply to the amount of certain weapons you can take:
Boomgun limited to 1.
Shock Attack Gun limited to 2.
Kannons limited to 3.
Lobbas limited to 3.
Zap guns limited to 4.
Special Rules -
Slow but Steady - The Dakka Wagon can move no more than 6" in the movement phase, but may fire all its weapons. This rule also means that the Wagon cannot be stunned or shaken.
All hands on Deck - The Dakka Wagon can chose up to 3 separate targets to fire its weapons upon in the shooting phase. This can be declared after the wagon's first target is destroyed, or at the beginning of the phase all together.
If dey ain't dead afta dis - The Dakka Wagon goes into overdrive as the frenzy of the crew reaches its peak. The Dakka Wagon fires all of its weapons in an attempt to completely destroy the enemy. Increase the number of shots for every weapon on the looted wagon by 1 for this shooting phase. In addition, the Wagon can target any number of units it wants for the remainder of the phase. At the end of the phase the Dakka Wagon takes 3d6 Strength 10 hits against its front armor as the mechanical stability of the wagon is lost. However, for every unit killed by the wagon in this phase, discard 1d3 hits, rolled randomly. If the Dakka Wagon is not destroyed by this expenditure of effort then consider the Wagon permanently immobilized and half of its weapons are considered destroyed (chosen by your opponent). The armor of the wagon is reduced to 12/10/10 for the rest of the game.
XV-65-38:
A true show of the Greater Good, for a member of the fire cast to wear one of these battlesuits is something that will make even a Chaos Daemon stop and think. On the battlefield they are worn by members of the fire caste that know that they have done their duty and want to go out in style. The SV-65-38 is a massive war machine capable of ripping a titan in half with its two twin-linked Fusion Gatling Cannons. However not even the eldar have the technology to keep these guns in check and so as they fire, they heat the suit to temperatures well above 5000 degrees, melting the super-hard shell and burning anything inside. They are also far slower than the average battlesuit and so are often dropped into the middle of an enemy base where they can blow up the enemy's tanks before the pilot is noticed, then detonate the suit blowing up any that try to charge it.
Type: Walker
BS: 3 (4 due to targeting array)
Front: 12
Side: 11
Rear: 11
Special Rules:
Suicide Suit: The XV-65-38 ignores any damage results other than Destroyed - Explodes, and Destroyed - Wrecked which it counts as Destroyed - Explodes. However, it can never claim the benefits of cover.
Deep Strike
Overheat: As the weapons heat up, the heat is channeled into their systems to make them more effective. For each time the suit has fired or a melta weapon hits it, add +1 to the armour penetration against any vehicles it fires at, and add+3 to the number of shots the guns fire.
However, the heat can easily get to catastrophic levels. Roll a D6 each time the weapons fire at the end of the shooting phase and add the number of turns it has fired before this and the number of times melta shots have hit it. If the result is 5 or more, the vehicles recieves a "Destroyed - Explodes" result from the BRB
I'd say around 375, its incredibly powerful (Also Daemons fear nothing, except for Fateweaver.) Remove the ignore power, and make it BS4 base, if its a Titan use the Titan rules with structure points and such. Replace the Overheat rule, with Melta's being 2d6 extra pen it really doesn't need it, give the weapon the gets hot special rule as well.
Special Rules: Living Metal, Tank Hunter, Supersonic, Deep Strike
Wargear: Phase Lance, Two Doomsday Cannons, Four Twin-Linked Tesla Destructors
Stabiliser Systems: The Void Scythe never scatters for any reason, this includes template weapons and Deep Strike. Furthermore, it always counts as having not moved (this includes for the Doomsday Cannon)
Phase Lance: This is the Necrons' answer to the superheavy weapons of the Imperium. It can be fired in one of two ways. Declare which before firing
The Void Scythe was first used in Nemesor Tokahn's* agressive expansion into the Galaxy. It is rightly feared throughout the Imperium, because the only time it has been encountered so far is during the battle of Grins V. The whole company of Flesh Tearers that were involved were eliminated in under an hour. The one and only account is that of the Dreadnaught Brother Na'Krist, who's memory banks were found when the Blood Angels came to attempt the rescue of the successor chapter. The account told how the only Titan in the whole chapter was destroyed when the Scythe did one pass. Half if the infantry died in sub-atomic explosive clouds or were electricuted and the titan exploded rather spectacularly.
Edit: Made some fluff Edit2: put fluff in a spoiler edit3: Forgot which way the weapons point
Phase Lance on front of hull Doomsday Cannon on each side (effectively Sponsons) Each Twin-linked Tesla Destructor has it's own turret (two on the top of the hull, two underneath the hull)
I understand this is an MC, but it still acts as a war machine, like a Dreadknight
For Codex CSM:
FOC slot: Elite
Archangel Engine - 200pts
WS 5
BS 5
S 6
T 6
W 3
I 4
A 3
Ld 10
Sv 2+/6++
Unit Composition: 1 Archangel Engine
Unit Type: Monstrous Creature
Wargear: Nether Sword, Heavy Flamer
Nether Sword: An Archangel Engine is commonly armed with a Nether Sword, a massive obsidian glaive which crackles with the power of Chaos. This is a 2 handed master crafted Close Combat Weapon.
Special Rules: Fearless
Options:
May replace Nether Sword with:
Nether Greathammer: This is a 2 handed Power Weapon that always strikes last last in combat, but doubles the strength of the wielder and causes instant death----50pts
Nether Star. This is a close combat weapon that can be used is a sweep attack, where every model in base contact is automatically hit, using the Archangel Engine's normal profile----free Nether Greatsword: This is a 2 handed Power Weapon that grants +1 attack and +2 strength at the cost of -1 initiative.----25pts
Nether Blade: This is a close combat weapon that grants +2 Attack and +2 Initiative at the cost of -2 strength.----25pts
May replace Heavy Flamer with:
Novaflamer: Strength 7 AP 2 Template, Gets Hot!----30pts
Furnace Cannon: Strength 9 AP 1 24", Melta----50pts
Heavy Bolter----free Nether Shield: Grants a 3+ invulnerable save----50pts
May upgrade to a Nether Engine, exchanging all wargear for a Nether Greatsword, Nether Shield and exchanging profiles with the profile below----125pts
Nether Engine
WS 7
BS 0
S 7
T 7
W 3
I 5
A 3
Ld 10
Sv 2+/3++
Unit Composition: 1 Nether Engine
Unit Type: Monstrous Creature
Special Rules: Fearless
May upgrade to a Labyrinth Engine, exchanging all wargear for a Nether Staff (see below) and exchanging profiles with the one below----100pts
WS 5
BS 0
S 6
T 6
W 3
I 6
A 4
Ld 10
Sv 2+/6++
Unit Composition: 1 Labyrinth Engine
Unit Type: Monstrous Creature
Special Rules: Fearless, Psyker: The Labyrinth Engine is a Psyker as described in the 40K rulebook. You may choose 2 of the Psychic Powers in the CSM codex, and may use up to 2 a turn.
Nether Staff: This is a Force Weapon that grants the Bearer +2 Initiative at a cost of -1 Attack
Legendary Vehicle Castellum Ordinis 625 pts (apocalypse only)
The Castellum Ordinis (Fortress of Order) was Lion El'Jonson's Personal Command Tank during the Great Crusade this ancient Fellblade variant like is no longer seen in the Imperium of Man. mounting a massive Plasma Blastgun and having the capactiy to carry a fully armored command squad of marine makes this BAnebalde a Unique and revered Part of the Dark Angels. This variant also contains one of the last working Crakavian shield at the height of the crusades these shields could make a tank virtually indestrucitble. However with the loss of the knowledge of how to repair and maintain these shields they have almost all been lost to ravages of time.
The only times this tank is deployed are when a massive amount of the unfogiven have been deployed to take a fallen angel prisoner and only when Grandmaster Azrael is leading them.
Stormblade Arkurion pattern variant
front 14 Side 14 rear 12
structure points 3
Crakavian shield- thi shield functions as a invulnerable save. Due to the old and unstable nature of these shields at the beginning of the game roll a d3 on a 1-2 the save is a 4+ on a 3-4 a 5+ on a 5-6 the save functions on a 6
captain collius wrote:Legendary Vehicle Castellum Ordinis 625 pts (apocalypse only)
The Castellum Ordinis (Fortress of Order) was Lion El'Jonson's Personal Command Tank during the Great Crusade this ancient Fellblade variant like is no longer seen in the Imperium of Man. mounting a massive Plasma Blastgun and having the capactiy to carry a fully armored command squad of marine makes this BAnebalde a Unique and revered Part of the Dark Angels. This variant also contains one of the last working Crakavian shield at the height of the crusades these shields could make a tank virtually indestrucitble. However with the loss of the knowledge of how to repair and maintain these shields they have almost all been lost to ravages of time.
The only times this tank is deployed are when a massive amount of the unfogiven have been deployed to take a fallen angel prisoner and only when Grandmaster Azrael is leading them.
Stormblade Arkurion pattern variant
front 14 Side 14 rear 12
Crakavian shield- thi shield functions as a invulnerable save. Due to the old and unstable nature of these shields at the beginning of the game roll a d3 on a 1-2 the save is a 4+ on a 3-4 a 5+ on a 5-6 the save functions on a 6
Anvildude wrote:I'm liking that Archangel engine. What's it look like? Daemon infested Dreadnaught like a Soul Grinder, or more of a honkin' big Daemon?
It's supposed to be ancient Pre-Heresy technology, kind of like a massive Mech Suit, but enclosed and awesome. I'm probably going to make a Psyker version. Maybe even combine it partially with blood reaper's idea of having different marks depending on the warrior inside.
captain collius wrote:Legendary Vehicle Castellum Ordinis 625 pts (apocalypse only)
The Castellum Ordinis (Fortress of Order) was Lion El'Jonson's Personal Command Tank during the Great Crusade this ancient Fellblade variant like is no longer seen in the Imperium of Man. mounting a massive Plasma Blastgun and having the capactiy to carry a fully armored command squad of marine makes this BAnebalde a Unique and revered Part of the Dark Angels. This variant also contains one of the last working Crakavian shield at the height of the crusades these shields could make a tank virtually indestrucitble. However with the loss of the knowledge of how to repair and maintain these shields they have almost all been lost to ravages of time.
The only times this tank is deployed are when a massive amount of the unfogiven have been deployed to take a fallen angel prisoner and only when Grandmaster Azrael is leading them.
Stormblade Arkurion pattern variant
front 14 Side 14 rear 12
Crakavian shield- thi shield functions as a invulnerable save. Due to the old and unstable nature of these shields at the beginning of the game roll a d3 on a 1-2 the save is a 4+ on a 3-4 a 5+ on a 5-6 the save functions on a 6
I'm going to try my hand at a magic inspiration of a necron war machine. Imagine a raider body with gauss flux ark borad sides and a pylon-like firing crystal mounted on the back.
Doomsday Skiff
Fa- 12 Sa-12 Ra-11
Fast, Skimmer
Side mounted gauss flux ark Broadsides (Range 24' Assault 10 S 4 Ap 5)
Turret Mounted Gauss Demolisher Range 60' S 9 Ap 3 Large Blast
Advanced Targeting Systems- The Doomsday skiff may fire all of its weapons in a turn that it moves combat speed or under.
Necrofield- The Doomsday Skiff retains a 4++ against attacks fired from outside of 12 inches.
Ghostly Engineering- This vehicle ignores crew shaken and crew stunned
The necron Doomsday Skiff is a wonder of Necron engineering. Outfitted with advanced shields and weaponry it is capable of demolishing battle tanks and infantry units alike. It features a design similar to the Dark Eldar raider but in place of eather sails it holds a deadly firing crystal and is loaded with deadly broadsides not unlike that of the doomsday ark.
Riot Van Points: 35
Armor 10/10/9
Vehicle Type: Fast
Transport Capacity: 12
Wargear Water cannon - Template, S 1 AP-.
All models under the template must take a strength test which results in the unit being pinned, if failed. At least 25% of a squad must fail their strength test for the pinned result to apply to the squad.
Special Rules Assault Vehicle - Units disembarking from a Riot Van may assault on the turn they disembark.
Special Rules:
Scout
Seperate Units: Each Imploder is a seperate model, and for all purposes do not count as squads of vehicles.
Mindless Drones: An Imploder is simply a shell which carries an explosive charge. They do not count for kill points. Furthermore, an Imploder which suffers a damaged or Crew related result ignores them.
High Explosive: If a Imploder suffers a destroyed result, it automatically uses the Fragmentation Blast special rule.
Precision Blast: If you ram a vehicle with an Imploder, remove it from play. It suffers a Str 8, AP 1 hit on whichever armour side has been hit. Roll 2D6 for Penetration.
Fragmentation Blast: At anytime you may fire a Fragmentation Blast. Remove it from play. Place down a large blast template over the position that the Imploder was placed. Every unit under the template suffers a strength 5, AP 4 hit.
Gravitic Fields. 25 points (15 points per vehicle in squadrons)
The Eldar hull projects a field of reversed gravitons, deflecting and reducing the intensity of hits upon it. Any weapons striking the armour will have a reduced strength value by one. This does not apply to grenade type weapons which are attached directly onto the hull.
Non-grenade strikes on armour are at -1 strength
Plasma Prow. 5 points. Tanks only.
Fitted with plasma emitters along the front section of the hull, an Eldar tank with a plasma prow are more capable in ramming enemy vehicles. During a ramming attempt, the Eldar vehicle's armour counts as 14 in the front section.
Front armour value 14 during ramming
Internal Force Fields. 10 points. Transports only.
By encasing the transportation compartment, the untimely destruction of the vehicle will result not necessarily result in the death of it's valuable contents. An internal force field will prevent an embarked unit from dying or suffering life-threatening injury should ill fates befall the vehicle.
Embarked units do not suffer hits from vehicle explodes results.
Sensor Crystals. 10 points.
By attuning an array of heat and motion sensitive crystals, the Eldar vehicles interface is capable of providing enhanced visual information on the pilot's interface display, revealing otherwise obscured enemies, particularly effective at combating low-light conditions.
Allows re-rolls for night-fighting and similar visibility effects.
Chameleon Projector. 30 points (10 points per vehicle for squadrons).
By folding the light around the vehicle, the Eldar are capable of effectively hiding it from plain sight, though the effect is quickly spoiled at high speeds or after moderate battle damage, it is still an effective weapon to use during those crucial early minutes of battle.
Provides the vehicle with Infiltration universal special rule. (Lower cost for squadrons since these are much more difficult to hide than a single vehicle and are significantly less durable.)
Weapons:
Turret mounted: Twin Linked Heavy Bolters/Las Cannon/ "Demo Launcher"
with hull mounted Heavy Stubber
Standard mounting: Heavy Bolters with Stubber in the hull.
"Demo Launcher" a Small Cannon that uses compressed air to launch a impact detonated Demo Charge twice as far as a human can throw (if the cannon was too forceful the trigger could be set off), the Mantis is very cramped allowing only 5 charges to be carried safely. range 12 inchs
Infiltrate
Camo Netting, (standard)
Fast
The Mantis, Ambush tank is tiny compared to other tanks (crewed by only 2 men, the Driver and the Commander who does every other job,) and incredibly quiet which is a rarity in the armored world, and expecially the imperial guard. The Mantis is able to drive into a warzone ahead of the main advance and wait until the enemy approaches, then it fires upon the most critical targets with its weapons. Its signature weapon is a "Demo Launcher" which in essence is a mortar that uses compressed air (stored in tanks oboard and with an air compressor can replenish in the field but its not recommended as the compresor is noisy) to launch Demo Charges a good distance (twice that of the adverage human) into the enemy to obliderate them. Its also able to fit a pair of Twin Linked Heavy Bolters or Single Lascannon into the Mantis for anti infantry or anti armor work. the Survival rate of the Mantis is low and often considered a suicide mission. but there is never a shortage of "volunteers", but those who survive more then 2 missions are hailed as mechanized assassins and venerated for it.
Vulnerabilitys of the Mantis are blatantly apparent. Its job puts in directly in the middle of the enemy and once its presence is found the enemy will waste no effort to remove it, and its armor is thin to allow it to be stealthy but when the enemy turns its guns upon the mantis it will quickly buckle under fire. Its Demo Launcher, while powerful, can only launch 5 rounds then its left with only its hull mounted Heavy stubber, and is unable to attached a Pintle mounted weapon as the Command is already too busy operating the main weapon!
Points; 100 (base)
Change main weapon: To Las Cannon (15), to Demo Launcher (10)
All IG vehicale upgrades possible. bar the Pintle Mounted Weapons.
Its as wide as a sentinal base and slightly longer (about 1 and a half cm longer)
resembles this tank.
As always, everything is subject to change
the M4 R.R.A.E. was designed to supercede the original epephant design. sporting heavy adamantum out shell followed by a repulser shield the M4 R.R.A.E. can traverse the most hazards and hottest combat zones with little fear of damage. if its defences are scary its guns are heart stopping. it carries 4 hull mounted assault cannons as standard. most are then given 6 yesy 6 heavy bolters to be controlled by the crew. on top of this the most recent types have been none to relace there infantry transport caacity with vehicle enabled transport and in an extreme case it has removed its tranort capacity entirely to carry the titan threatning TCPD (titan class plasma demolisher)
armour 14/14/13
4 hull mounted assault cannons (one is each corner)
transort capacity 25 models
can carry terminators (count as 2)
can carry jump infantry (count as 2 can simply jump from the vehicle as count as leaving an open topped vehicle)
repulser shield - the repulsar shield is a nasty thing to come into contact with unperpared and can often end badly. when the elephnat takes a penetrating hit the model that caused it takes a strength 8 ap 1 wound. if this kills the model than the penetrating hit is negated if not resolve it as normal. in addition if the vehilces starts its movement phase with an enemy model within 6 inches it can choose to deactive its assault cannons and overload the shield. the assault cannons cant fire in the next shooting phase and the shield is disregarded until the elephants next movement phase. all units within 6 inches take strength 10 ap - hits equal to the number of models in the unit within the 6 inches vehicles are hit on the side armour. the elephant then takes a glancing hit.
the elephant can buy 6 turret mounted heavy bolters for 60 ts to fire these the vehicle must remain stationary.
the vehicle can replace its transort capacity to carry 2 rhinos or 2 razorbacks or 2 whirlwinds or 2 predators or 2 vindicators or 1 land raider for 100 pts (the tanks can carry models themselves)
the elephant may replace its tranport capacity with a TCPD for 250 pts
tcpd has a range of 120 inches and fires either 2 large blasts at strength 8 ap 3 or 1 large blast at srength 10 ap 1 it uses indirect fire and always scatter the full 2d6
destuctir wrote:space marine codex of any type = 300pts
the mark IV raid responce armoured elephant
the M4 R.R.A.E. was designed to supercede the original epephant design. sporting heavy adamantum out shell followed by a repulser shield the M4 R.R.A.E. can traverse the most hazards and hottest combat zones with little fear of damage. if its defences are scary its guns are heart stopping. it carries 4 hull mounted assault cannons as standard. most are then given 6 yesy 6 heavy bolters to be controlled by the crew. on top of this the most recent types have been none to relace there infantry transport caacity with vehicle enabled transport and in an extreme case it has removed its tranort capacity entirely to carry the titan threatning TCPD (titan class plasma demolisher)
armour 14/14/13
4 hull mounted assault cannons (one is each corner)
transort capacity 25 models
can carry terminators (count as 2)
can carry jump infantry (count as 2 can simply jump from the vehicle as count as leaving an open topped vehicle)
repulser shield - the repulsar shield is a nasty thing to come into contact with unperpared and can often end badly. when the elephnat takes a penetrating hit the model that caused it takes a strength 8 ap 1 wound. if this kills the model than the penetrating hit is negated if not resolve it as normal. in addition if the vehilces starts its movement phase with an enemy model within 6 inches it can choose to deactive its assault cannons and overload the shield. the assault cannons cant fire in the next shooting phase and the shield is disregarded until the elephants next movement phase. all units within 6 inches take strength 10 ap - hits equal to the number of models in the unit within the 6 inches vehicles are hit on the side armour. the elephant then takes a glancing hit.
the elephant can buy 6 turret mounted heavy bolters for 60 ts to fire these the vehicle must remain stationary.
the vehicle can replace its transort capacity to carry 2 rhinos or 2 razorbacks or 2 whirlwinds or 2 predators or 2 vindicators or 1 land raider for 100 pts (the tanks can carry models themselves)
the elephant may replace its tranport capacity with a TCPD for 250 pts
tcpd has a range of 120 inches and fires either 2 large blasts at strength 8 ap 3 or 1 large blast at srength 10 ap 1 it uses indirect fire and always scatter the full 2d6
That just seems ridiculously overpowered, I can't even describe a way to fix that. I mean, it's point cost would have to be around a 1000 points, and would only be balanced in Apocalypse, and even in such games it still be over powered. A land raider for a hundred points?
destuctir wrote:space marine codex of any type = 300pts
the mark IV raid responce armoured elephant
the M4 R.R.A.E. was designed to supercede the original epephant design. sporting heavy adamantum out shell followed by a repulser shield the M4 R.R.A.E. can traverse the most hazards and hottest combat zones with little fear of damage. if its defences are scary its guns are heart stopping. it carries 4 hull mounted assault cannons as standard. most are then given 6 yesy 6 heavy bolters to be controlled by the crew. on top of this the most recent types have been none to relace there infantry transport caacity with vehicle enabled transport and in an extreme case it has removed its tranort capacity entirely to carry the titan threatning TCPD (titan class plasma demolisher)
armour 14/14/13
4 hull mounted assault cannons (one is each corner)
transort capacity 25 models
can carry terminators (count as 2)
can carry jump infantry (count as 2 can simply jump from the vehicle as count as leaving an open topped vehicle)
repulser shield - the repulsar shield is a nasty thing to come into contact with unperpared and can often end badly. when the elephnat takes a penetrating hit the model that caused it takes a strength 8 ap 1 wound. if this kills the model than the penetrating hit is negated if not resolve it as normal. in addition if the vehilces starts its movement phase with an enemy model within 6 inches it can choose to deactive its assault cannons and overload the shield. the assault cannons cant fire in the next shooting phase and the shield is disregarded until the elephants next movement phase. all units within 6 inches take strength 10 ap - hits equal to the number of models in the unit within the 6 inches vehicles are hit on the side armour. the elephant then takes a glancing hit.
the elephant can buy 6 turret mounted heavy bolters for 60 ts to fire these the vehicle must remain stationary.
the vehicle can replace its transort capacity to carry 2 rhinos or 2 razorbacks or 2 whirlwinds or 2 predators or 2 vindicators or 1 land raider for 100 pts (the tanks can carry models themselves)
the elephant may replace its tranport capacity with a TCPD for 250 pts
tcpd has a range of 120 inches and fires either 2 large blasts at strength 8 ap 3 or 1 large blast at srength 10 ap 1 it uses indirect fire and always scatter the full 2d6
This is broken to insanity! The Repulser shield - *shudder* - means that you will eat through almost anything that doesn't have an invulnerable save, will be able to take down Predators in a single hit.
TCPD. I know it scatters fully, but that doesn't really matter when it's 2 fething large blast templates! A strength 10 AP 1 Large Blast however... words escape me.
"Okay, with my 300 point model, I'm going to fire my massive 120" range gun at you! 1 Strength 10 AP 1 blast on your Land Raider!"
"Ok, now that you penetrated my vehicle with your melta vet, I get to frazzle him and nullify the effect!"
destuctir wrote:space marine codex of any type = 300pts
the mark IV raid responce armoured elephant
the M4 R.R.A.E. was designed to supercede the original epephant design. sporting heavy adamantum out shell followed by a repulser shield the M4 R.R.A.E. can traverse the most hazards and hottest combat zones with little fear of damage. if its defences are scary its guns are heart stopping. it carries 4 hull mounted assault cannons as standard. most are then given 6 yesy 6 heavy bolters to be controlled by the crew. on top of this the most recent types have been none to relace there infantry transport caacity with vehicle enabled transport and in an extreme case it has removed its tranort capacity entirely to carry the titan threatning TCPD (titan class plasma demolisher)
armour 14/14/13
4 hull mounted assault cannons (one is each corner)
transort capacity 25 models
can carry terminators (count as 2)
can carry jump infantry (count as 2 can simply jump from the vehicle as count as leaving an open topped vehicle)
repulser shield - the repulsar shield is a nasty thing to come into contact with unperpared and can often end badly. when the elephnat takes a penetrating hit the model that caused it takes a strength 8 ap 1 wound. if this kills the model than the penetrating hit is negated if not resolve it as normal. in addition if the vehilces starts its movement phase with an enemy model within 6 inches it can choose to deactive its assault cannons and overload the shield. the assault cannons cant fire in the next shooting phase and the shield is disregarded until the elephants next movement phase. all units within 6 inches take strength 10 ap - hits equal to the number of models in the unit within the 6 inches vehicles are hit on the side armour. the elephant then takes a glancing hit.
the elephant can buy 6 turret mounted heavy bolters for 60 ts to fire these the vehicle must remain stationary.
the vehicle can replace its transort capacity to carry 2 rhinos or 2 razorbacks or 2 whirlwinds or 2 predators or 2 vindicators or 1 land raider for 100 pts (the tanks can carry models themselves)
the elephant may replace its tranport capacity with a TCPD for 250 pts
tcpd has a range of 120 inches and fires either 2 large blasts at strength 8 ap 3 or 1 large blast at srength 10 ap 1 it uses indirect fire and always scatter the full 2d6
This is broken to insanity! The Repulser shield - *shudder* - means that you will eat through almost anything that doesn't have an invulnerable save, will be able to take down Predators in a single hit.
TCPD. I know it scatters fully, but that doesn't really matter when it's 2 fething large blast templates! A strength 10 AP 1 Large Blast however... words escape me.
"Okay, with my 300 point model, I'm going to fire my massive 120" range gun at you! 1 Strength 10 AP 1 blast on your Land Raider!"
"Ok, now that you penetrated my vehicle with your melta vet, I get to frazzle him and nullify the effect!"
destuctir wrote:space marine codex of any type = 300pts
the mark IV raid responce armoured elephant
the M4 R.R.A.E. was designed to supercede the original epephant design. sporting heavy adamantum out shell followed by a repulser shield the M4 R.R.A.E. can traverse the most hazards and hottest combat zones with little fear of damage. if its defences are scary its guns are heart stopping. it carries 4 hull mounted assault cannons as standard. most are then given 6 yesy 6 heavy bolters to be controlled by the crew. on top of this the most recent types have been none to relace there infantry transport caacity with vehicle enabled transport and in an extreme case it has removed its tranort capacity entirely to carry the titan threatning TCPD (titan class plasma demolisher)
armour 14/14/13
4 hull mounted assault cannons (one is each corner)
transort capacity 25 models
can carry terminators (count as 2)
can carry jump infantry (count as 2 can simply jump from the vehicle as count as leaving an open topped vehicle)
repulser shield - the repulsar shield is a nasty thing to come into contact with unperpared and can often end badly. when the elephnat takes a penetrating hit the model that caused it takes a strength 8 ap 1 wound. if this kills the model than the penetrating hit is negated if not resolve it as normal. in addition if the vehilces starts its movement phase with an enemy model within 6 inches it can choose to deactive its assault cannons and overload the shield. the assault cannons cant fire in the next shooting phase and the shield is disregarded until the elephants next movement phase. all units within 6 inches take strength 10 ap - hits equal to the number of models in the unit within the 6 inches vehicles are hit on the side armour. the elephant then takes a glancing hit.
the elephant can buy 6 turret mounted heavy bolters for 60 ts to fire these the vehicle must remain stationary.
the vehicle can replace its transort capacity to carry 2 rhinos or 2 razorbacks or 2 whirlwinds or 2 predators or 2 vindicators or 1 land raider for 100 pts (the tanks can carry models themselves)
the elephant may replace its tranport capacity with a TCPD for 250 pts
tcpd has a range of 120 inches and fires either 2 large blasts at strength 8 ap 3 or 1 large blast at srength 10 ap 1 it uses indirect fire and always scatter the full 2d6
This is broken to insanity! The Repulser shield - *shudder* - means that you will eat through almost anything that doesn't have an invulnerable save, will be able to take down Predators in a single hit.
TCPD. I know it scatters fully, but that doesn't really matter when it's 2 fething large blast templates! A strength 10 AP 1 Large Blast however... words escape me.
"Okay, with my 300 point model, I'm going to fire my massive 120" range gun at you! 1 Strength 10 AP 1 blast on your Land Raider!"
"Ok, now that you penetrated my vehicle with your melta vet, I get to frazzle him and nullify the effect!"
DON'T. YOU. DARE. USE. IT. EVER.
eh, not so bad. i made a fan dex back in 4th that was to counter the necrons super over poweredness at the time. now in 5th, they are god
6 barreled Rotary Earth Shaker, known as the Cataclysm Cannon System.
a gigantic 6 barreled cannon that can launch a unrelenting barrage of earth shaker shells to obliderate targets. concentrated fire from even 1 Hail Storm can reduce a sizable fortress to dust THe only issue is the cannon is extreamly complicated and cannot always fire a full salvo but it always manages to fire at least 2 shells, but when all goes right it can fire almost indeffinatly until it runs out of ammo (as the crews can't keep up with the ammo hungry monster of a cannon)
Earth shaker stats per shell.
Roll a D6 when firing the Cataclysm Cannon.
1-2: fires 2 shells
3-4: fires 4 shells
5 "Full rotation: fires 6 shells
6 "Unrelenting Bombardment": fires 6 shells but roll another D6 and add the additional shells, if roll another 6 add 6 more shells and repeat with another D6 and add those shells. if another 6 is rolled add 6 more shells ( total 18 Earth Shaker Shells templates) and do not continue the crew cannot keep up with the cannon and the system stops when it runs out of shells, it cannot fire next turn as the crew reloads the entire system.
note: each seperate shell scatters sepratly full distance 2d6 (unless a hit is rolled). even if the initial target is obbliderated by the the first few shells the remaining shells still land and scatter.
ex: 6 shells are fired at a pack of chaos marines and the first 2 shells annialate the whole group. but the remaining 3 still land around where the squad once stood but have the possiblity to scatter onto other units (a matter of chance but still possible)
cannot fire directly.
Other weaons:
The Hail Storm usually does not equip sponsons (due to the weight) but for 50 points a single set can be applied and for a further 100 additional sponsons can be attached. (standard Baneblade sponsons)
Front hull mounted twin linked Heavy bolters
Hunter Killer, Stubber etc possible.
The HailStorm is a new varient of a Baneblade that carries the collosal Cataclysm Cannon. a 6 barreled rotary artillary peice that fires Earth Shaker shells in rapid sucession. the Cannon is extreamly complex and ammo hungry, often preventing it from firing more then 6 shells, but should everything work (see above) it can rain a hail of shells upon the enemy like no other machine ever could dream, in these moments the cannon could thoeretically continue to fire indefinatly given enough ammo until something onboard would fail (most likly the recoil system or the tanks suspension or both). One of the reports tell of a trio of Hail Storms firing for days on full auto upon a traitor guard legion as its crew managed to feed shells into the cannon constantly until they collapsed from exaustion. Intercepted vox messages from the traitor legions only contain endless screaming and constant explosions and mention of the sun being blotted out from the sheer number of shells fired.
The Hail Storm is a powerful Artillary piece but while it can put out a relentless amount of fire, its shells do not have the sheer power and blast radius of larger cannon such as the BaneSwords Quake Cannon, and the inaccuracy of the Cataclysm Cannon due to its rate of fire with shell blast makes it better for saturation then for single target killing. Another problem of the smaller blast radius is that should all the shells scatter the wrong way then their small size would not make up for it, like that of a much larger cannon shot.
Points; 450 base
vehicale upgrades (stubber, hunter killer etc)
Add sponsons (starts without any), first set +50, second set +100
Engine of War wrote: Hail Storm, Super Heavy Artillary
Spoiler:
Baneblade hull
BS 3
AV: 14/13/12
SP: 3
6 barreled Rotary Earth Shaker, known as the Cataclysm Cannon System.
a gigantic 6 barreled cannon that can launch a unrelenting barrage of earth shaker shells to obliderate targets. concentrated fire from even 1 Hail Storm can reduce a sizable fortress to dust THe only issue is the cannon is extreamly complicated and cannot always fire a full salvo but it always manages to fire at least 2 shells, but when all goes right it can fire almost indeffinatly until it runs out of ammo (as the crews can't keep up with the ammo hungry monster of a cannon)
Earth shaker stats per shell.
Roll a D6 when firing the Cataclysm Cannon.
1-2: fires 2 shells
3-4: fires 4 shells
5 "Full rotation: fires 6 shells
6 "Unrelenting Bombardment": fires 6 shells but roll another D6 and add the additional shells, if roll another 6 add 6 more shells and repeat with another D6 and add those shells. if another 6 is rolled add 6 more shells ( total 18 Earth Shaker Shells templates) and do not continue the crew cannot keep up with the cannon and the system stops when it runs out of shells, it cannot fire next turn as the crew reloads the entire system.
note: each seperate shell scatters sepratly full distance 2d6 (unless a hit is rolled). even if the initial target is obbliderated by the the first few shells the remaining shells still land and scatter.
ex: 6 shells are fired at a pack of chaos marines and the first 2 shells annialate the whole group. but the remaining 3 still land around where the squad once stood but have the possiblity to scatter onto other units (a matter of chance but still possible)
cannot fire directly.
Other weaons:
The Hail Storm usually does not equip sponsons (due to the weight) but for 50 points a single set can be applied and for a further 100 additional sponsons can be attached. (standard Baneblade sponsons)
Front hull mounted twin linked Heavy bolters
Hunter Killer, Stubber etc possible.
The HailStorm is a new varient of a Baneblade that carries the collosal Cataclysm Cannon. a 6 barreled rotary artillary peice that fires Earth Shaker shells in rapid sucession. the Cannon is extreamly complex and ammo hungry, often preventing it from firing more then 6 shells, but should everything work (see above) it can rain a hail of shells upon the enemy like no other machine ever could dream, in these moments the cannon could thoeretically continue to fire indefinatly given enough ammo until something onboard would fail (most likly the recoil system or the tanks suspension or both). One of the reports tell of a trio of Hail Storms firing for days on full auto upon a traitor guard legion as its crew managed to feed shells into the cannon constantly until they collapsed from exaustion. Intercepted vox messages from the traitor legions only contain endless screaming and constant explosions and mention of the sun being blotted out from the sheer number of shells fired.
The Hail Storm is a powerful Artillary piece but while it can put out a relentless amount of fire, its shells do not have the sheer power and blast radius of larger cannon such as the BaneSwords Quake Cannon, and the inaccuracy of the Cataclysm Cannon due to its rate of fire with shell blast makes it better for saturation then for single target killing. Another problem of the smaller blast radius is that should all the shells scatter the wrong way then their small size would not make up for it, like that of a much larger cannon shot.
Points; 450 base
vehicale upgrades (stubber, hunter killer etc)
Add sponsons (starts without any), first set +50, second set +100
always subject to change.
I love it, but it seems like Orks should have it not the IoM
Engine of War wrote: Hail Storm, Super Heavy Artillary
Baneblade hull
BS 3
AV: 14/13/12
SP: 3
6 barreled Rotary Earth Shaker, known as the Cataclysm Cannon System.
Roll a D6 when firing the Cataclysm Cannon.
1-2: fires 2 shells
3-4: fires 4 shells
5 "Full rotation: fires 6 shells
6 "Unrelenting Bombardment": fires 6 shells but roll another D6 and add the additional shells, if roll another 6 add 6 more shells and repeat with another D6 and add those shells. if another 6 is rolled add 6 more shells ( total 18 Earth Shaker Shells templates) and do not continue the crew cannot keep up with the cannon and the system stops when it runs out of shells, it cannot fire next turn as the crew reloads the entire system.
note: each seperate shell scatters sepratly full distance 2d6 (unless a hit is rolled). even if the initial target is obliterated by the the first few shells the remaining shells still land and scatter.
ex: 6 shells are fired at a pack of chaos marines and the first 2 shells annialate the whole group. but the remaining 3 still land around where the squad once stood but have the possiblity to scatter onto other units (a matter of chance but still possible)
Methinks you should use the apocalyptic barrage template instead of this complicated explanation of a salvo from that system. An artillery piece like this wouldn't change its aim between shots, just start to barrage until it gets hot or out of ammo. This pretty much fits to the ABT, since it provides a randomness and still keeps the whole salvo as close as it would be.
Maybe there should be a roll when you got "unrelenting bombardment" to check if the crew was able to reload to fire the Cataclysm cannon next turn at its full capacity or not.
Old VCR designs ( and existant as models ) :
IG Missile launcher system mounted on a halftrack:
Vehicle type = tank
Armor: 12 / 11 / 10
BS = 3
Cost = 178 points / Heavy support choice of an IG army
Weapons:
- Multistarter ( 10 barrels ) : range 72" , S 5 , Ap 4 , w3 ordinance barrage.
- stormbolter / heavy stubber.
- may take search light, HK-missile, extra armor, camo netting from codex IG vehicle upgrades.
Heavy Tank
Vehicle type = Tank / heavy
Armor: 14 / 14 / 12
BS = 3 ( may take veteran crew upgrade for +1 BS at 15 points )
Cost = 275 points / Heavy support choice of an IG army
Weapons:
- quad barreled battle cannon : range 72", S8 , Ap 3, w4 ordinance
- front mounted TwinLinked heavy bolter
- may take vehicle upgrades from codex IG
special rules: massive heap of metal. Whenever it rams anything, this tank adds +2 to the strength of its hit.
Weapons:
Front: Lasercannon-array (Mega/Gatling/longrange/Titankiller) 72" , S10 , ap1 , w6 heavy
On top: Missile launcher battery (Mega/longrange/barrage) 72", S6 , ap3 , ordnance 4
Arm 1: Plasmacannon (Mega/explosive/longrange/twinlinked) 54" , S8 , ap1 , ordnance 1
Arm 2: Vanquishercannon (Mega/titankiller) 72" , S = D , ap2 , ordnance 1
Secondary mount on Arms: HK missiles, up to 4 per Side.
Both Arms: CCW
Orbital lander = may deepstrike on its own.
Hidden = may bury itself / hide, may begin the game as scout.
improved engines = its medium armor and its powerful reactors allow it a fast paced advance, thus +6" per turn.
Silencer class machines are rare and none has been reported yet as part of any of the Titan Legions, however as a lone hunter there may be a reason for the Adeptus Titanicus to deny its existance. It seems to prefer a close distance to its prey. The few scraps of camera footage that exist, hint on a height of ?? metres ( ~ 50cm as model ).
variants of the baneblade based tanks: Lightblade
The Lightblade uses the chassis and the statline of the baneblade, but swaps the main gun for a double barreled turbolaser, normally found on Titans. I have added the option to take TL-autocannons instead of the usual HB ones.
IMO, the Turbolaser should add + 50 points and the TLAC sponsons should add + 5 points each.
Main weapon borrowed from the Apoc book, weapons of a warhound.
May take Vehicle upgrades from codex IG / apoc
variants of the baneblade based tanks: Firesword
Like its cousins, the Firesword is based on the Baneblade. It swaps the main gun for a inferno cannon from a warhound. Replaces the demolisher cannon with another TL heavy bolter. Has the option to use either TL-HB or TL Heavy-flamer sponsons, replaces the lascannons with flamers. IMO, the short range should keep the cost close to the Baneblade. Maybe reduce it a bit ? - 50 ?
May take Vehicle upgrades from codex IG / apoc
variants of the baneblade based tanks: Shadowhammer
Another cousin, the Shadowhammer. A tank who replaces the Main turret with a missile launcher, an Apoc launcher normally found on the shoulders of a warlord. Because its 360° movable launcher platform, there is no space for a demolisher nor is there any for secondary sponsons. So this tank has just the TL-HB and 1 set of sponsons with TLHB for close defence and autocannon in its small turrets.
IMO it should stay around the cost of the Baneblade, so +- 0.
May take Vehicle upgrades from codex IG / apoc
Land Raider variant:
vehicle type = tank
BS = 4
Armor 14 / 14 / 14
transport capacity = 10
Cost = 280
Weapons:
- quad linked autocannons on both sides = range 48" , S 7 , Ap 4 , 2x heavy 6
- twin linked lascannon in turret
May take Vehicle upgrades from codex space marines
Roll 1 D6 to determin how many rounds are fired.
1-2= 2 rounds
3-4= 4 rounds
5 "Full Rotation"= 6 rounds
6 "Unrelenting Bombardment":
6 rounds are fired, but roll another D6. if a 1 is rolled the system either jams or runs out of ammo and cannot fire for a turn, as it is repaired/reloaded. if any othe number (2 through 5) is rolled add those shells (see above), If another 6 is rolled repeat the process. if 3 6's are rolled in a row the system will automatically fail but will have launched 18 large blast templates with earth shaker stats.
Any number from 2 to 5 the cannon simple stops of its own accord, and doesn't need to be reloaded or repaired and can fire normally next turn.
Impact.
IT lands very simply. the Hailstorm aims at a single target like any other artillary peice then it scatters from there. The shells travel full scatter unless a direct hit is rolled.
If the target is destroyed its remaining shells still have to scatter from its previous targets location.
EX: if ther eis a mob of Orks and the center Nob is the target of the HailStorm and the HailStorms owner manages to roll a 6 (Reletless Bombbardment) then a 5 (adds 6 more shells in total of 12), then all 12 shells must scatter from the Nobs location.
With the full scatter (and apocolypse sized number of targets) the HailStorm is a Saturation weapon, able to lay waste to large amounts of terrain and troops, and its powerful enough that should multiple shells land on armored units it can decimate those as well.
edit: of course it would need to be tested. on paper is one thing but in battle is another.
Leman Russ Desecrator. (Origional concept by Jerjare)
BS 3
AV: 14/13/10
Weapons:
Desecrator Cannon:
Inferno Cannon style Chem Cannon (from the Banewolf), review rules from Inferno Cannon and Chem Cannon.
Additional Chem Cannon Sponsons possible, but replace the possibility of Heavy Flamers.
All other sponsons possible (heavy bolter/multi melta/ plasma cannon)
Front mounted Chem cannon possible. as well as standard heavy bolter or las cannon
Stubber/Hunter killer/ etc possible
The Desecrator Leman Russ is the bigger brother to the Banewolf hellhound varient. Equiped with a huge chemical tank on the rear (or in a trailer) holding its deadly payload that its main weapon gushes upon the enemy like its smaller cousin, melting its foes in a unrelenting torrent of flesh melting chemicals at ranges further then the Banewolf. Any foe foolish enough to appraoch a Desecrator would be instantly covered and melted by its multiple Chem weapons, in its sponsons and front hull, including its main Desecrator Chem Cannon. Vast swaths of enemy swarms are melted and destroyed, even those clad in armor are destroyed by the Chemical weapons of the Desecrator.
The Desecrator would be extreamly effective against infantry or heavy infantry in power armor (even monstrous creatures), BUT the weapons only fire the flamer template (which compared to a larger template cannot kill as may units) and are extreamly short ranged. Many Anti tank weapons can outrange even its main weapon, and should a Desecrator actully make it to Chem Cannon range then it requires the death of all enemy infantry or risk melee attack by some rather ticked enemy infantry!
Points:
Base:175
20 points form chem cannon sponsons.
Airbourne Giant: Does not take cover saves from flying due to sheer size.
Hover: Floats along, Cannot properly "fly" at speed, move 12 inch max.
High Altitude: Cannot be attacked by a Close combat Weapon (of ANY KIND), its simply flying to high up.
Cataclysmic Crash: If the Sky God is shot down, everythign under it takes D6 wounds and super heavys take D3 structure points and all terrain under it is flattened and replaced by its massive bulk, models that survive the impact (however unlikly that is) are moved out from under it.
Weapons:
Upper Deck: All weapons on upper deck cannot fire beneath the craft nor 24 inches around it, as their placement on the upper deck prevents this.
4 Hydra turrets (2 per side) AA mount
2 Manticore AA missle turrets. (1 per side) AA mount
Aircraft launch pad (rear deck behind control tower) can hold 2 Valkaries
front turrets (2) with Dual Quake Cannons, 1 stacked above the other battleship style
Rear turret with duel Quake Cannons (rear deck behind the Aircraft pad)
pair of Apocalypse Launcers beside the fore deck turret.
Lower Hull:
Dual Volcano Cannon turrets (2) in the rear center(underneath control tower), one faces fore (front) other aft (rear)
6 Battle Cannon turrets (2 per side next to the Volcano Cannon turrets and the other 2 on the bow)
4 Dual Baneblade battle Cannon turrets on the 4 corners of the craft.
Bombs: None
The Sky God is a creation that defies possibility. a Flying Battleship that rains firepower like a furious deity upon its foes. Essentially a flying Titan the Sky God lumbers slowly through the sky and is infact commanded by the Imperial Navy in support of Guard ground forces, the craft deployed by a Naval ship in low orbit. The Sky God is capable of flying back into low orbit to be recovered by its parent spacecraft. In combat the Sky God Decends from high altitude upon the battlefield, flying through the clouds with a roar of its massive engines and the bellow of its cannons. The Armament of the Sky God is formidable and is able to lay waste to entire armys, with battleship style turrets on its upper deck and lower hull and numerous small guns to defend itself from attack craft. Its upper deck weapons bring the longer range weapons into play but are unable to fire beneath the craft or slightly infront of it. the lower hull weapons can smash anything underneath the Sky God but are shorter ranged (relativly). It Flys as such a high altitude it is completly safe from close combat infantry allowing it to beat the enemy into submission. It is a sad day for the enemies of man when the SKy God lumbers out of the clouds upon the battlefeild.
The Skygods sheer SIZE is its weakness. That and the fact when it shows up everything possible will be directed at the flying behemoth. Also should it be hovering over allies units, if struck down form the skies could decimate its allied army! Also not all its guns face forwards, it would require to turn broadside to unleash everything (minus a few guns on the opposite side not facing the enemy)
Points: 3000
upgrades: IA aircraft upgrades possible
Unit Composition - 1 Pirius Patter Predator
Unit Type: Vehicle (Tank)
Wargear: Sabre Pattern Lascannon, Smoke Launchers, Extra Armour
Sabre Pattern Lascannon: Str 9, AP 2, Rng 72", Heavy 1, Charged Shot
Charged Shot: If the commanding player chooses to do so, he can release a charged shot. It becomes a Lance Weapon and rolls 2D6 for penetration. However, due to the enormous power drain, the Predator may not move before shooting, fire other weapons, and may not make any actions the following turn.
Special Rules:
Quantum Shielding: The inbuilt field surrounding the Predator can nullify most attacks. The Predator has a 4+ Cover Save.
Weapon Systems: If you take a turret weapon and sponsons of a similar type, they may be fired at the same time as long as you can fire one weapon. The similar weapons are
Sabre Pattern Lascannon and Lascannon Sponsons
Drako Pattern Nova-cannon and Plasma Cannon Sponsons
Lation pattern Furnace Cannon and Multi-Melta Sponsons
Options:
May replace Sabre Pattern Lascannon with Drako Pattern Nova-cannon for free
Drako Pattern Nova-cannon: Str 7, AP 2, Large Blast, Rng 48"
May replace Sabre Pattern Lascannon with Lation pattern Furnace Cannon for +15pts
Lation pattern Furnace Cannon: Str 8, AP 1, Heavy 1, Rng 36", Melta, Lance
May take:
Lascannon Sponsons for +65pts
Plasma Cannon Sponsons for +30pts
Multi-Melta Sponsons for +80pts
May take Upgraded Optics for +25pts
Upgraded Optics make one Weapon of your choice twin linked.
nurgle plus 1 on all armour facings up to 14 50p tzneech 5+ invun 45p khorn tankshock altomaticly passes (no death or glory) 20p slanesh moves 4 more inches 30p
nurgle plus 1 on all armour facings up to 14 50p
tzneech 5+ invun 45p
khorn tankshock altomaticly passes (no death or glory) 20p
slanesh moves 4 more inches 30p
Nurgle- Highly overpowered, means Land Raiders are AV 15 and Predators 14, change to re-roll all successful Penetrating hits
Tzeench- Overpriced, make it 40 points
Khorne- Hellishly overpowered, replace it with single dreadnought close combat weapon
Slannesh- Replace by making the vehicle Fast
You do know that according to the DE codex, an 5+ invu on a vehicle costs 10 points? So, if you take the average AV of the chaos vehicles and the limited choice (if you have a Tzeentch mark, you can't have a Nurgle/Khorne/Slaanesh mark) inot account then the MoT should be around 15 points. 40 points is easily a 4+ invu category.
The Tau Cuttlefish Cloked APC and the Tau Lionfish Cloked Tankhunter
Designed to be able to fill multuple roles, the cuttlefishcan safely carry troops into battle using its advanced cloaking technolagy or as the Lionfish, it can be armed with heaver weapons and used as a long range firing platform. Often used when cover is uncommen in terrain such as plains and in barren enviroments where being visable is a big problem. They both have a more advanced sealth generator that protects nearby units.
Armament:
Advanced Stealth field generator (Grants the stealh field generator rule to units with at least half there models within 6'' of the vehicles base. Found in the codex tau empire)
Can take ether:
2 burst cannons (default)
Smartmissiles system +5
2 plama rifles +10
2 rail rifles +8
may take any normal vehicle upgrades from tau empire codex.
The tank hunter gives up its increased mobility and transport capacity for the ability to take much heavyer weapons.
Armement:
Advanced Stealth field generator (Grants the stealh field generator rule to units with at least half there models within 6'' of the vehicles base. Found in the codex tau empire)
Targeting array
2 Gun drones
Can take ether:
2 Twinlinked missile pod (default)
Ion cannon +10
Railgun +30
may take any normal vehicle upgrades from tau empire codex.
You do know that according to the DE codex, an 5+ invu on a vehicle costs 10 points? So, if you take the average AV of the chaos vehicles and the limited choice (if you have a Tzeentch mark, you can't have a Nurgle/Khorne/Slaanesh mark) inot account then the MoT should be around 15 points. 40 points is easily a 4+ invu category.
Lets look at the basic armour value of the Dark Eldar craft
10
Can be glanced by almost every weapon in the game, Chaos Craft are a different story, around 11-12 on most if not more. I'm fine with 20-30, but the DE are a completely different army.
blood reaper wrote:
Lets look at the basic armour value of the Dark Eldar craft
10
Can be glanced by almost every weapon in the game, Chaos Craft are a different story, around 11-12 on most if not more. I'm fine with 20-30, but the DE are a completely different army.
You can also equip Ravagers and Raven Bombers with 10pts Flicekerfields. And it isn't like the whole CSM motorpool is nothing more but Land Raiders .
blood reaper wrote: Lets look at the basic armour value of the Dark Eldar craft
10
Can be glanced by almost every weapon in the game, Chaos Craft are a different story, around 11-12 on most if not more. I'm fine with 20-30, but the DE are a completely different army.
You can also equip Ravagers and Raven Bombers with 10pts Flicekerfields. And it isn't like the whole CSM motorpool is nothing more but Land Raiders .
That's their front armour, and they are the main heavy choices of a Dark Eldar army, and again... the Dark Eldar are a completely different army. Most Chaos vehicles in the Heavy Support section are front armour 12 with side and rear Eleven, or Front armour 13, side 12, and rear 11. It should be expensive as it would make most vehicles OP as hell.
nurgle plus 1 on all armour facings up to 14 50p
tzneech 5+ invun 45p
khorn tankshock altomaticly passes (no death or glory) 20p
slanesh moves 4 more inches 30p
Nurgle- Highly overpowered, means Land Raiders are AV 15 and Predators 14, change to re-roll all successful Penetrating hits not what he said, up to 14 he said, and av 14 preds is fine
Tzeench- Overpriced, make it 40 points still overpriced, make it 15pts
Khorne- Hellishly overpowered, replace it with single dreadnought close combat weapon totally agree, auto failing tank shock it way ott, make it str8 tank shock (regardless or midifiers)
Slannesh- Replace by making the vehicle Fast again totally agree
blood reaper wrote:
That's their front armour, and their the main heavy choices of a Dark Eldar army, and again... the Dark Eldar are a completely different army.
And side. Their side armour is also 11.
The cost of the Extra Armour in the IG codex is 15 points. The cost of the Extra Armour in the SM codex is 15 points as well. And they are a completely different army .
Oh, and i think you overestimate the 5+ invu on vehicles. 33% drop on AT power isn't a big thing. It mostly hurts "lone shots", but if you want to take out a Vindicator with a single missile launcher, then you do it wrong.
Formosa wrote:see am i the only one who thinks all SM tanks should be fast?
Why? Because the Blood Angels are?
Because that just seems ridiculous.
Nooooo, i have thought this prior to BA coming out, it always says in fluff that rhinos are fast and SM vehicles are fast (cept the LR) guard have there Lumbering behemoth and other races have there stuff to make there vehicles diferent, I just always though all SM vehicles should be fast (appart from the Raider lol)
Killfiends are unmanned Dark Eldar assault crafts. Their origins are amongst the most nightmarish legends of the race, a tale so terrible and agitating that even the most wicked storytellers could only tell it in carefully screened chambers, least the words find their ways into unprepared ears.
The Killfiend itself is an unique piece of technology, a shapeshifting walker/aircraft operated by a sinister artificial intelligence. The methods to create one were long forgotten for reasons far more frightful to comprehend with a mortal mind. Despite of this, it seems that the number of Killfiends is increasing at slow but steady rate. Not even the most hideous and most insane Archon dared to ask the inevitable question, and the general consensus on this portent is that the Killfiends somehow found a way to reproduce by themselves.
In battle, the Killfiend is an enthralling sight, a graceful yet deadly machine of destruction. It shifts between its walker and aircraft forms frequently, continously adapting to the current battle situation. Its value in combat is high, but it is said that the cost to hire even one is a price no sane Archon is willing to pay.
Killfiend - 333 points
The Killfiend is an Elites choice for a Dark Eldar army.
Special Rules:
• Deep Strike
• Shapeshifter
• Nightmare Aura
• Move Through Cover (walker form only)
• Hit and Run (walker form only)
• Furious Charge (walker form only)
• Supersonic (aircraft form only)
• Aerial Assault (aircraft form only)
Shapeshifter: The Killfiend may start the game in either aircraft or walker form. At the start of any of your phase, you may elect that the Killfiend uses this special rule to change form. The killfiend will insatnly change its form (from aircraft to walker and vica versa), but it may not move during shapeshifting. The Killfiend may not do anything in that phase, but it may act normal in the previous and/or following phase(s). For example, it can start the game in aircraft form, turbo-boost toward the enemy in its Movement phase, shapeshift in its Shooting phase and assault in its Assault phase. The Killfiend cannot shapeshift in the enemy's turn. There is no limit on how many times the Killfiend can shapeshift during the same turn.
Nightmare Aura: All units (friend or foe!) within 6" from the Killfiend decrease their Leadership characteristic by 1. The Killfiend also counts as having both assault and defensive grenades.
Land Speeder Hurricane 1-3 70pts each
fast attack
FR 10
S 10
R 10
Type: Skimmer (fast)
Special rules: scout
Weapons: Hull mounted Hurricane bolters, pintol mounted Heavy bolter
Options: May exchange heavy bolter for
Heavy flamer free
Multimelta 10pts
Formosa wrote:Land Speeder Hurricane 1-3 70pts each
fast attack
FR 10
S 10
R 10
Type: Skimmer (fast)
Special rules: scout
Weapons: Hull mounted Hurricane bolters, pintol mounted Heavy bolter
Options: May exchange heavy bolter for
Heavy flamer free
Multimelta 10pts
A Hurricane Bolter and a Heavy Bolter? On a fast vehicle?
Formosa wrote:Land Speeder Hurricane 1-3 70pts each
fast attack
FR 10
S 10
R 10
Type: Skimmer (fast)
Special rules: scout
Weapons: Hull mounted Hurricane bolters, pintol mounted Heavy bolter
Options: May exchange heavy bolter for
Heavy flamer free
Multimelta 10pts
A Hurricane Bolter and a Heavy Bolter? On a fast vehicle?
No, it's a fething Land Speeder (A LIGHT SCOUTING VEHICLE) that's carrying 6 regular bolters and a Heavy Bolter for only 70pts. Don't give me any of the "easy to kill" BS, it's a vehicle that could potentially be in rapid fire range by the shooting phase of turn 1.
and? armor 10 doesn't help it against anything but lasguns. one round of shooting from a squad of marines would kill it, hell even Ork weapons could take it down with one round of shooting. besides it's still not as bad as a 5 man squad of gray knights wiping out a 300 ork squad with ONE shooting psychic attack
TyraelVladinhurst wrote:and? armor 10 doesn't help it against anything but lasguns. one round of shooting from a squad of marines would kill it, hell even Ork weapons could take it down with one round of shooting. besides it's still not as bad as a 5 man squad of gray knights wiping out a 300 ork squad with ONE shooting attack
You seem to be missing my problem.
70pts. A regular LS with a Heavy Bolter underneath costs 60. Your basically paying 10 pts more in return for scout and A HURRICANE BOLTER.
Monolith 2.0
Heavy Support
255 pts.
Tank, Skimmer, Heavy
(Heavy - Vehicle can only move 6" during the movement phase, cannot be forced to move by any means. If a power/ability states to place the monolith in another location, the opposing player would instead ignore the placement effect or place their opposing model the minimum distance away from the monolith so as not to contact it; example being a Mawloc using Terror From the Deep to come in under a monolith. The monolith would still suffer any damage it would normally take from these attacks, it is simply too heavy to move. Gargantuan creatures ignore this rule)
Armor 14 all around
BS - 4
Deep Strike - If this model is held in reserve, it MUST deep strike onto the board.
Living Metal - Ignore Melta, MC, Chainfist, any effects that grant anymore than Str+1d6 to penetrate. Armor value is never counted lower than 14 for any reason.
1 Particle Whip - Str 9 AP 3, Large Blast Heavy 1
4 Hull Mounted Gauss Flux arcs - Str 4 AP 5, Heavy D6+1
At the start of the movement phase before any other unit has been moved, you may choose to nominate one unengaged, non-vehicle friendly necron unit from anywhere on the board and disembark from the front of the monolith as if disembarking from a stationary vehicle.
Imperial Guard Light High Mobility Scout Vehicle Points: 50
BS:3 Armor: Front - 10 Side -10 Rear -10 Fast, Vehicle, Transport (5 non-power armor infantry)
Weapons: 1 TL Heavy Bolter (free), 1 TL Heavy Flamer (5 points), 1 Multi-Melta (10 points)
Special Rules: Amphibous, Scout and Forward Observation
Forward Observation: Any friendly unit within LOS of the Scout Vehicle may use the Scout Vehicles LOS to determain LOS on an Enemy unit or vehicle. Also, the firing unit or deep striking unit may reroll scatter.
Close Up of the Scout Vehicle:
Captured Scout Vehicle in action by Tau Human Aux in the Battle for Tarkionia Secondus:
Land Speeder Hurricane 1-3 70pts each
fast attack
BS 3
FR 10
S 10
R 10
Type: Skimmer (fast)
Special rules: scout
Weapons: Hull mounted Hurricane bolters, pintol mounted Heavy bolter
Options: May exchange heavy bolter for
Heavy flamer free
Multimelta 10pts
forgot the BS of the tank lol, and try it before you knock it ;P
WSBS S FRONT SIDE REAR I A 4.....2 10... 13... 13... 13.. 1 4
UNIT: 1 Drop Stompa TYPE: Super-heavy walker STRUCTURE POINTS: 4 POWER FIELDS: 2 TRANSPORT: Da Drop Stompa can carry up to 10 boyz ACCESS POINTS: Front hatch (can only be accessed or exited by jump troops unless Da Drop Stompa remains stationary and lowers itself to the ground for a whole turn to discharge its passangers) FIRE POINTS: None (Da Drop Stompa iz sealed for drivin in space!)
Weapons: 2 Titan close combat weapons (extra attacks included in profile) 2 Retro Rokits (counts as 2 Supa-skorchas)
Da Drop Stompa is made fom huge, thick slabs of ceramite and heat shielding, welded and riveted together around massive retro-rockets into a crude drop pod. Upon landing with bone crushing force, the drop pod opens up - armoured plates grinding as legs sprout forth as whatever crew survived impact take their war machine right into the heart of the fight.
SPECIAL RULES: Effigy: Da Drop Stompa is a roaring, belching personification of the warrior god Gork (or possibly Mork) that hums with pure Orkiness. All Ork Mobs within 12" are Fearless.
That's no moon!: Da Drop Stompa starts play in reserves and enters play via deep strike with the following modifications:
When Da Drop Stompa enters play, it scatters 3d6. Any terrain or units that it lands on are destroyed.
When Da Drop Stompa enters play, roll a D6 after determining where it will land: - 1 = Da biggest crata in da wurld! - Something has obviously gone horribly wrong; Da Drop Stompa crashes into the surface of the planet at orbital speed, obliterating everything within a considerable distance. Everything within a range of 6d6 of the landing point is hit with a S4 blast. And units/vehicles which take damage must roll to see if they are pinned. The burning fuel creates an impassable, LOS blocking infinitely tall zone the size of Da Drop Stompa where it would have landed. - 2 = Dat cooda been betta... - Well, you've landed but things could have been better - crew shaken and stunned on the turn it arrives, and can only move at half speed thereafter. - 3 = Da Orks av landed! - Da Drop Stompa lands with most of its structure (and crew) intact and may act as normal. - 4 = Da Orks av landed! - Da Drop Stompa lands with most of its structure (and crew) intact and may act as normal. - 5 = Dat one looks squishy! - by luck or better judgement you have managed to land closer to the enemy than initially thought! You can deploy 1d6 closer to the nearest enemy unit. - 6 = It's Stompin' time! - A perfect landing - Da Drop Stompa can move and shoot the turn it arrives, and the troops may disembark, shoot and assault as if Da Drop Gargent had not moved
As well as any of the above rules (except on a roll of 1): Anything within 2d6 of where Da Drop Stompa lands is hit as if with a S3 blast.
The smallest of the Eldar Titans, the Scepter is often used for rapid strikes, being too lightly armoured for a war of attrition but swift enough to sweep aside even the nimblest of fighters.
WS - 4
BS - 4
S - 6
|F - 11
|S - 11
|R - 11
I - 6
A - 3
Scepter Rune Blade - This is a close combat weapon that ignores armour saves. It also adds 1 Initiative to the user. This is consecutive, so 2 Scepter Rune Blades will make the Titan Int 8.
Retro Jets - These give the Titan an additional 6" movement. The Titan also treats terrain like Jump Infantry.
Special Rules - Fleet, Quick-Footed
Quick-Footed - The Titan may reroll failed dangerous terrain tests it makes.
Options -
May replace TL Brightlance with Fusion Blaster for 5pts
May take a second Scepter Rune Blade for 25pts
May replace Scepter Rune Blade with Dreadnought Close Combat Weapon for 15pts each
Dreadblade Super Heavy Chem Tank. (if there is already a dreadblade thenill change the name. keeping up with all the Baneblade varieants can be difficult)
BS 3
AV: 14/13/12
SP 3
Weapons: Dreadblade Chem cannon: Fires hellstorm template (super sized flamer template), can fire from the muzzle of the weapon up to 24 inchs away (thin end closest to gun lke the Hellhound gun) ST 5 AP X poison (2+) template
Chem Cannon sponsons (replaces las cannons but can have lascannons put back for points)
sponsons twin heavy bolters
front hull heavy bolters
Front Hull mounted "Chem Shell" cannon ST6 AP X Posion 2+ large blast 36" (in the Demolisher cannons spot)
Volatile Chemicals: the Payload the Dreadblade sprays is a even more volatile version of the chemicals employed by the Banewolf or Dessecrator Leman Russ. It has rending if sprayed on a vehicale as it eats through the enemy tanks armor.
Torrential Spray: units under the template are hit 3 times, units inside transports that are destroyed by the Dreadsaber take a poison hit when exiting.
Acidic detonation: if an apocolyptic explosion is rolled on the dreadblade then all units hit by the blast are hit by its chem cannon (poison 2+) as the chemicals spray everywhere. (rending and all is allpied, but only 1 hit is taken)
Acrid smell: All units (freind or foe) around the Dreadblade have their leadership lowered by 2 along with their ballistic skill being reduced by 1 due to the aweful chemical smell that follows the tank, scortching throats and burning eyes. within 12 inchs around the tank. if there is another Dreadblade within 12 inchs then increase the range of both tanks Acrid Smell effect by 6 inchs as the smell if amplified by puting the tanks together, also decrease Leadership by another 1 and BS by another 1. Vehicales are not affected by this as they are mostly enclosed (open topped are affected by the BS reduction effect)
note: the Dreadblade itself is not affected by the BS reduction and retains a BS of 3.
Driven by only the most sadistic tankers, the Dreadblade is a gigantic version of the Banewolf. The smell of its chemical payload alone can bring a man to its knees and the sheer volume its cannon can pump out can reduce even a tank to a pool of broiling sludge, the occupants of any unlucky transport that the Dreadblade fires upon run the risk of a hole being eaten in the hull and the chemicals to flood the interior of the transport, turning the occupants into bubbling remains of flesh and bone. Those insane (or unlucky) enough to drive a Dreadblade constantly wear rebreathers to attempt to spare their lungs from the acrid chemicals that permiate the inside of the tank. The Toxic stew that the Dreadblade carries is far more volitile then the mixture carried by the smaller Banewolf or Dessecrator, their smaller and thinner walled chemical tanks not being able to handle the highly acidic nature of the Dreadblades mixture.
It is a grim day when a Dreadblad must be deployed against the enemy.
One famous report tells of a single dreadblade holding back a Tyranid swarm by entrenching itself in a natural bottle neck and drenching everything that moved in chemicals until the tank sat in a small lake of broiling chemicals filled with the bodies of the tyranids that got to close, the Swarm continued to try and reach the tank but fell into the chemical lake and immediatly began to melt into sludge. burrowing tyranids tried to flank the tank but as they broke ground underneath the Dreadblade a portion of the acid would drain into the burrow and inccinerate the tyranids in their tunnels. when reinforcements finnaly arrived the TYranids had been severly weakened and the lake around the Dreadblade had become so mixed with Tyranids sludge it had turned a sickening brownish red and the tanks crew had to be airlifted away as the tanks drive train had melted from the chemical lake it sat in. the area was incinerated by bombing later and quarentined forever with the remnants of the Dreadblade sticking out of the blackened ground, a monument to the fearsome tanks victory.
The short range of the Dreadblades chemical weapons are its main weakness, that and if its in close proxminity to allied forces it can become a liability with the Acrid Smell and the possibility to destroy everything around it should it explode with Acidic Detonation.
Points: 600
Chem Cannons to Lascannons 50
IG armor upgrades
Cannot be a Command tank (top brass refuses to sit in such a machine!)
Rocket -- 48" range indirect, S8, AP3, Ordance APOC 10.
Captured Launcer in action by Tau Human Aux bombarding Space Marine Posistions within the city and working in concert with Scout Vehicle in the Battle for Tarkionia Secondus:
Front armour-WS4-BS3- S4-A1-11-Side Armour-10-Rear Armour 10
Composition- 1-3 Tri Walkers
Weaponry- 1 Storm Bolter, Close Combat Weapon
All Tri-Walker may replace their Storm Bolters with one of the Following
Twin linked Heavy Bolter*
Plasma Cannon 20 points*
Multi Melta 20 points*
Missile Launcher 20 points*
Las Cannon 35 points*
Twin Linked Plasma Gun 15 points
Twin Linked Flamer 10 points
*If upgraded with a Heavy Weapon, Tri-Walker's lose the Fast Special rule
Special Rules
Daemonic Construct
A Tri Walker is a Daemonic Engine, constructed by the servants of Chaos, it houses a chained Daemon. Tri Walkers ignore Shaken and Stunned, but every turn the owning player must roll a d6 for each Tri-Walker unit on the field.
1-2: Seek: Select the nearest enemy unit, the Tri Walkers must move as close as they can towards it and charge-Ignore if Immobilized.
3-4: Locate: The Tri Walker acts normally
5-6: Annihilate: Must fire all weapons at the closet enemy unit
blood reaper wrote:"Tri-Walker " Daemon Engine 120 points each
Type- Walker, Fast
Front armour-WS4-BS3- S4-A1-11-Side Armour-10-Rear Armour 10
Composition- 1-3 Tri Walkers
Weaponry- 1 Storm Bolter, Close Combat Weapon
All Tri-Walker may replace their Storm Bolters with one of the Following
Twin linked Heavy Bolter*
Plasma Cannon 20 points*
Multi Melta 20 points*
Missile Launcher 20 points*
Las Cannon 35 points*
Twin Linked Plasma Gun 15 points
Twin Linked Flamer 10 points
*If upgraded with a Heavy Weapon, Tri-Walker's lose the Fast Special rule
Special Rules
Daemonic Construct
A Tri Walker is a Daemonic Engine, constructed by the servants of Chaos, it houses a chained Daemon. Tri Walkers ignore Shaken and Stunned, but every turn the owning player must roll a d6 for each Tri-Walker unit on the field.
1-2: Seek: Select the nearest enemy unit, the Tri Walkers must move as close as they can towards it and charge-Ignore if Immobilized.
3-4: Locate: The Tri Walker acts normally
5-6: Annihilate: Must fire all weapons at the closet enemy unit
Thanks, the Chaos Fast Attack section is horrible except for the bikers, and the fact only 1 Daemon Engine is in the Codex is annoying, I may develop Marks for Each God.
Composition- 1-3 Tri Walkers
War Gear- 1 Storm Bolter, Close Combat Weapon, Jump Pack
All Tri-Walker may replace their Storm Bolters with one of the Following
Twin linked Heavy Bolter*
Plasma Cannon 20 points*
Multi Melta 20 points*
Missile Launcher 20 points*
Las Cannon 35 points*
Twin Linked Plasma Gun 15 points
Twin Linked Flamer 10 points
*If upgraded with a Heavy Weapon, the Tri-Walker loses it's Jump Pack
Special Rules Fearless
Daemonic Construct
A Tri Walker is a Daemonic Engine, constructed by the servants of Chaos, it houses a chained Daemon. All Tri Walker units must take a LD test at the start of every turn, if failed, roll a D6 and consult the following table for results.
1-2: Seek: Select the nearest enemy unit, the Tri Walkers must move as close as they can towards it and charge-Ignore if Immobilized.
3-4: Locate: The Tri Walker acts normally
5-6: Annihilate: Must fire all weapons at the closet enemy unit
Points: 120 Front armour-13 side-12 Rear-10 Wargear: 2 twin linked shuriken catapults (may fire independently), spirit stones, portal projector Transport capacity: 12 models ( wraith guard counts as 2 models) Type: fast, skimmer Options: May upgrade each TW catapults to TW shuriken cannons for 10 points each May take any other vehicle upgrade in the eldar codex for the same price as a falcon would take them.
Portal projector: Once per game instead of shooting the webway stalker's weapons it may open a webway portal up to 18" away in a 45 degree front arc (portals diameter 3") This portal then remains in play for the rest of the game. The portal counts as impassable terrain for movement and blocks line of sight. Any eldar infantry model (any eldar model with a toughness value including wraithlords) may enter from reserve from this portal and counts as moving 6" onto the board and may shoot accordingly/run and assault. the models have to be placed within 2" of the portal but may add their run distance to this.
The webway stalker may also project a short term opening to allow it's cargo to disembark from the front of the vehicle as if they had moved 6" same as above units may not embark using the portal must embark at the rear hatch.
Not sure on name any suggestions? Any comments or criticisms welcome
Automatically Appended Next Post: It would count as a dedicated transport for any unit (not vehicles or wraithlord)
BS 3
AV: 12/1010
weapon:
Organ Gun: a Mortar launcher with upwards of 8 to 10 barrels packed into the rear bay of a Chimera, the extended range comes from additional propellant attached to the mortar rounds . It uses standard mortar rounds (like those of the HWT)
Can fire 5 rounds up to 48inchs, can also unload all 10 barrels at 36inchs but must spend the next turn reloading.
hull heavy bolter
Pinning barage: if hit by atleast 2 rounds a squad will be pinned on a 2 or less, if 4 rounds his then pinned on a 3 or less if all 5 hit the squad are auto pinned.
The Organ Gun is a feild modification of a damaged Griffon heavy mortar carrier when the mortar was damaged beyond repair and there was a surplus of standard mortars yet their crews were killed by ork storm boyz in the previous battle. After stripping the Heavy mortar from the Gryphon and mounting as many possible mortars in the rear bay the result was a 10 barreled mortar carrier. the nxt engagement had the new Organ gun sitting on a hill near the trenches that the Guardsmen were defending. As the orks charged the Organ gun unleashed all 10 mortar barrels at once carving a swath through the ork lines which allowed the guardsmen below to follow up a counter attack and kill all the greenskins as the Organ gun continued to fire bursts of mortar rounds into the enemy.
A (HWT) Mortar by itself can at most harrass infantry and cannot damage armor very well if at all. the organ guns barrages allow the mortar to increase effectiveness (but the lack of armor killing power remains). THat and its short range (compared to other artillary) hinders it.
Points: 125
Hull gun change to: Heavy flamer free, Multi melta 10
Other IG upgrades.
Weapons:
"Black Sycthe" Flachette Cannon Hull mounted Heavy bolter (or other options)
IG upgrades available
"Black Sycthe" Flachette Cannon: The Black Scythe is built with the express purpose of sweeping away foes infront of it in a hail of metal shardes and fire, The Flachette cannon fires shells packed to the brim with long blades the length of a traditional Powersword, when fired the blades are super heated by the explosive charge jettesing them form the barrel and on contact with the air turn black (due to a chemical coating that lets them cut through infantry armor) and a huge plume of blacken shards and fire explodes from the muzzle cutting through infantry and troops with the greatest of ease.
To fire. Place 2 flamer templates together into the rough shape of an elongated heart then put the thin ends at the barrel of the weapon then calculate hits.
Due to the Flachette Cannons nature. Against vehicales it hits at Strength 5 Ap 3 Against Infantry its Strength 7 AP 3
The Church Grim is a new addition to the Hellhound family equiped with the Black Sycthe Flachette Cannon. Origionally used as lethal crowd control the Church Grim is now employed ot great effect against swarming infantry. When the Black Sycthe fires a cloud of smoke and flames erupts from the short barreled gun with long black blades flying and spinning at extreame velocitys sycthing through the unlucky victims of the Church Grim. The Chemical coating on the cannons clades allow them increase armor penetrating capabilitys, allowing them to cut through even power armor with the greatest of ease with only Terminator armor being able to hold up to the blades. Against Vehicales the Black Sycthe is not very effective and is only able to destroy lightly armor machines like transports. During a campaign in the Duraxus campaign, a legion of Orks had charged into a hive city where a division of Church grims were defending. As the orks charged down the citys streets, the Grims entrenched in Alleys and other narrows points unleash their cannons all at once covering the main highway in a cloud of black smoke. The tanks soon moved into the cloud and began to cut through the orks even in the pitch black. The Guardsmen who saw the event from a distance outside the smoke thought it seems as if black ghosts were mowing down the Orks like grain in a field in a hail of blades.
The Church Grim is highly ineffective against tanks and can at most damage lighter machines like transports, scouts and possibly the rear armor of some machines, thicker armor woudl have to fall to its hull mounted weapon (such as a multi melta) if it can get close enough with beign destroyed. against infantry the Hellhound las longer range and the Banewolf has the Chemical cannons poison abilitys, but the Church Grim has a wide spread with the 2 side by side templates.
Points:
Standard 130
Heavy bolter to Multi Melta 15, heavy Flamer free
IG upgrades possible (Hunter killer, pintle weapons etc)
Incinerator Melta Cannon: an uprated version of the Devil Dog Melta cannon the Incinerator is larger and more powerful. equiped with 2 modes that dictate the range and power of the weapon. The longer ranged but weaker mode that disperses the cannon energy over a wider area keeps the Melta cannons armor peircing abilitys but the energy is so dispersed it cannon affect tanks as well as its short range mode.
Short Range mode: 24" S9 AP 1 small blast
Longer range mode: 36" S5 AP 1 large blast
The Incinerator is a terror on the battlefield. often announcing its presence with a howl of its dreaded weapon, the Incinarator carries a larger version of the Devil Dog Melta Cannon and puts it to lethal effect. At longer ranges the tanks weapon glows and entire areas bake under its fire causing infantry to melt into slag but thicker armored machines can hold against the longer ranged blast of the Incinerator Melta Cannon but when the Incinerator closes the gap its shorter range mode kicks in and a searing beam tears through enemy armor, reducing it to broiling metal and twisted steel.
The Incinerator doesn't have the large blast of the Demolisher, leaving it removing singular targets (or close together infantry) at close range (mostly tanks and other armor) and at longer ranges its wider but lower strength blast can kill infantry but armor is not affected save armor 10 machines or glacing armor 11. Up close its strength 9 can severly damage tanks or infantry or anything else.
Points:185 base
Sponsons/upgrades etc all their normal prices.
Commisarant Aircraft (Commisar Gunner): The 2 seater variant of the Switch blade (painted jet black) has a commisar as gunner and anyone who attempts to flee is mercilessly guned down from the air. The effect is similar as if a commisar was in the squad that has failed its leadership test, if a switch blade is within 24 inchs of the squad that has lost its leadership test. If a Squad is fleeing and comes into range of the effect, the switchblade opens fire upon the squad (in effect doing what a commisar does) killing the highest ranked unit stopping them from fleeing for fear of the helicopters wrath turning them around.
Weapons:
Chin turret: Twin linked heavy bolters or TL Auto Cannon
Wing pylons:
Standard: Rocket pods
weapons:
Primary rack/gun pods (come in pairs)
Hellstrike/Hellfury Rack (4 missiles per rack cannot mix)
TL Auto Cannon Gun pods
Las Cannon gun pods
Multi Melta Gun pods
Twin linked heavy bolter Gun pods
2 twin linked Heavy stubber pods
Rocket pods.
Wing tip weapons: (pairs)
Twin linked heavy stubbers
Hunter killer missiles
Hellstrike/Hellfury missiles
"Laser Designator": allows reroll scatter for missiles. ex: hellstrikes on the have a chance to reroll scatter with a designators on the wing tips.
The Switchblade is a vicious dual rotor attack chopper loaded with weapons to strike at vulnerable targets or hunt down survivors of an IG assault. Appearing on scene in a whilrwind of high explosive rockets and high velocity lead the Switch blade is a sight to behold as it rakes its chin gun from left to right and fires volley after volley of its pylon mounted weapons.
When hunting for scattered survivors after an attack it hovers along like a preadator hunting for its prey. When given a tandem seating arrangement and a jet black paint job the aircraft comes under the control of a Commisar who mans the gunner station. When any deserters attempt to flee. they are cut down from above by the wrathful helicopter, those who survive the commisar commanded Switchblade immediatly turn around to fight the enemy instead of the continued fury of the attack helicopter hovering above!
The Switch blade is not as heavily armored and its anti tank firepower isn't as great as a Venddetta (a Switch blade can have 2 las cannons in gun pods with an auto cannon turret and 2 hunter killers, a Venddetta has 3 TL las cannons) even with hellstrike and hunter killer missiles. Infantry wise. when loaded up it can spit lead like no tommorow.
Points: Standard layout (TL heavy bolter chin gun, Rocket pods) 130,
Chin gun to TL Auto Cannon: 10
Pylons: Switch rocket pods to....
Hellstrike Racks: 20
Hellfury Racks: 10
Tl Auto Cannon Pods: 10
Las Cannon Pods: 25
TL Heavy Bolter Pods: 10
TL 2 Heavy Stubbers: 5
Multi Melta Pods: 30
OPTIONS:
• May take any of the following:
- Searchlight +1 point
- Up to two pintle mounted heavy stubber/storm bolter +10 points each
- Dozer blades +10 points
- Hunter-killer missile +10 points
- Extra armour +15 points
- Camo netting +20 points
Pariah Battle Cannon A modified version of the ubiquitous battle cannon used on the Leman Russ battle tanks, the Pariah battle cannon sacrifices blasting strength for an increased hitting power and range.
Pariah Battle Cannon | Range 120” | Strength 9 | AP 3 | Ordnance 1, Small Blast
Target Painter A sophisticated targeting and data relaying system, the target painter can lock on an enemy unit and gther extensive ammount of data about it. With the powerful communications support arrays, this data can be then shared with other units on the battlefield, greatly enhancing their combat effectiveness.
The target painter can be used in the Pariah tank's own shooting phase instead of firing any weapons. The target painter counts as a shooting attack in all respects, but it does no damage. Instead, any enemy unit hit by the target painter is marked 8place a suitable marker next to it) for the remainder of that Shooting phase. Any unit that fires its weapons at the marked unit counts all its weapons as twin-linked and ignores any special rule and wargear that needs a roll for spotting distance (like Night Fight or Tau Stealth Suits).
Fast, Transport, Tow vehicale (can move enplacments), Heavy Frame
"Heavy Frame": when ramming, rams by the 6 tonner hit like an armor 13 vehicale
Can transport 30 models (Human models not Space marines).
Weapons:
single pintle mounted Heavy Stubber above the cab passenger seat.
15 Troops can fire their weapons from the rear.
1 HWT (count as 2) can fire their weapon from the truck bed.
The extreamly common 6 Ton Truck (and the machines related to them in duty) is usually seen in the rear areas of guard engagments. moving men and material around to where they are needed most until a proper combat transport can take them into battle. If pushed. the 6 Tonner can be used as an emergency battle transport bringing men around where needed even in the heat of battle at great speed. The 6 ton machine is built strong and when pushed it can ram into targets and damage or destroy them with such force a lesser vehicale would be obliderated should it attempt the same stunt. the 6 Tonner is only armed with a Heavy Stubber for self defense but the brave souls in its cargo bed can fire their weapons from the rear.
Fast, Heavy, and able to transport a large number of troops the 6 Tonner is built for moving troops up from rear positions and when presed is a large capacity transport with thin armor and little firepower. Best used in large apoc battles when troops in the rear need to be moved forwards to better spots.
adds second main turret weapon. ex: Duel Battle Cannons, or Duel Punisher cannons etc.
Hull mounted weapon can be either twin linked heavy bolter or Las cannon
If applied to a Demolisher, Erradicator or Exterminator the second main weapon is placed in the hull. ex: Demolisher cannon in the turret and inplace of the lascannon another
Demolisher cannon, same with the nova cannon or executioner cannon
Sponson weapons can now include Autocannons or TL heavy bolters. (along with the standard Heavy flamer, multi melta and plasma cannon)
The Siege Assault Modification is a rare modification to the Leman Russ chassis where a second set of tracks are added and the turret ring expanded for a turret that can mount twin battle cannons, a larger engine is also added to compensate for the increased load along with other parts. Whenfully loaded the Siege Assault Leman Russ can smash its way through the enemy like a minature Baneblade, crushing them with its weight in firepower. With the increased capacity other extra weapons are mounted upon the tank including auto cannons in the sponsons or Twin linked heavy bolters.
It may have increased firepower and armor but its lack of Structure points and cost preventing it from taking over real Super Heavy tanks jobs, but if you can afford it. its a force to be reckoned with!
Points: 120 added to the Leman Russ of your choice.
Auto Cannon sponsons: 10
Land raider Aries (for 40k)
land raider stats 250pts
demolisher cannon, twin linked heavy flamer turret, extra armour, no transport cap, PoTmS
may take sponsons (1 each side) for aditional cost
Multi meltas 25pts
Heavy flamers 15pts
Hurricane bolters 25pts
May take a pintle mounted
Heavy bolter 15pts
storm bolter 10pts
multimelta 20pts
The improbability that the heart of gold was to appear in the 40k universe is 400.000.000 to the 490th power
1x S9 ap- heavy 4 Kill-o-Zap blaster pistol's fired by the crew
Armour value 13 13 11
Power shields
13 13 13
if the shield suffers 4 glancing or 1 penetrating the shield dissipates
The infinite improbability drive
The Infinite Improbability Drive is a faster-than-light drive. The most prominent usage of the drive is in the starship Heart of Gold. It is based on a particular perception of quantum theory: a subatomic particle is most likely to be in a particular place, such as near the nucleus of an atom, but there is also a small probability of it being found very far from its point of origin (for example close to a distant star). Thus, a body could travel from place to place without passing through the intervening space (or hyperspace, for that matter), if you had sufficient control of probability. According to the Guide, in this way the drive "passes through every conceivable point in every conceivable universe almost simultaneously," meaning the traveller is "never sure where they'll end up or even what species they'll be when they get there" and therefore it's important to dress accordingly.
2d6 and combine the sum of the 2 dices
2- The ship scatters 3d6 " and EVERY model in a 12" radius of where the heart of gold ends up must take a toughness test or else be transformed into a green wobbly substance.
3- The ship disappears and a vortex appears where the Heart of gold once were, the hole scatters 2d6" each turn. every model in base contact takes a strength test or swallowed by it.
4- The heart of gold disappears.
5- Nothing happens, the Infinite improbability drive was not calculated correctly.
6- Nothing happens, the Infinite improbability drive was not calculated correctly.
7- The planet turns into a sea of The Pan Galactic Gargle Blaster EVERY model deployed model takes a leadership taste, if failed the models have to take a pinning test each round.
8- Nothing happens, the Infinite improbability drive was not calculated correctly.
9- The Heart of gold throws the crew out, leaving them on the ground. The heart of gold is stunned for the duration of the game.
10-The heart of gold gains movement 14" for that turn.
11-Nothing happens, the Infinite improbability drive was not calculated correctly
12-The heart of gold rams the closest enemy unit, destroying it utterly
Giant Jet engines welded to the Sides of the Vehicale allow it to Deep Strike.
(If you have seen how the IG build structures in Dawn of War 1 then you will have an idea of how they work. only they stay welded on the tank instead of fall off after landing)
When Applied to a Leman Russ, side sponsons cannot be taken as the Jets would be in the way of the sponsons.
When deep striking, and landing in a clear area (usually no problems) roll a D6.
1 means the vehicales jets don't work properly or something goes wrong and the vehicale pluments and smashes into the ground leaving a crater and roll for vehicale explosion (normal vehicale explosion rules damage wise), chimeras who fail this do not have their troops survive the impact!
2 means the vehicale didn't slow down enough for a safe landing and lands hard. take a dangerus terrain check and on a 3 or less the vehicale is immobilized by the impact shattering the suspension/drive systems.
3-4 normal landing, no problems but cannot move after landing and can only fire its main weapon.
5, Good Landing. Vehicale touches down and can move after landing but can onyl fire in the same manner as if it had moved the previous turn
6 Perfect Landing. Vehicale touches down and rolls away without a single issue and can fire as if it stood still for a turn.
Other Deep Strike problems (like roll over terrain or something) roll normal mishap table.
Points: 55
Armored Amphibious Modification
Allows units who do not have the Amphibious ability to gain it through attachment of large pontoons and propellers or other modifications that would allow them to swim.
The unit treats Water like normal terrain and doesn't require a terrain test. (identical to Chimera Amphibious ability)
Leman Russ Tanks must remove sponsons to allow the fitting of the Amphibious modifications.
"Rocking the Tank": Should a Tank be crossing water terrain with the modification and fires an ordinance weapon, the recoil has a chance to capsize the vehicale due to the incredibly force exertend on the amphibious system which balences in the water, tank not being built to swim specifically can only barly swim and are very prone to sinking due to a sudden force (like cannon fire or a strong current)
Take a Dangorus terrain check when you fire an ordinace weapon. 1 means the tank sinks and is lost! you can't save the roll via dozer blade.
(i mean would a dozer blade really stop you from sinking?)
All other weapons (such as Heavy weapons like the hull mounted gun or Heavy weapons like Exterminator auto cannons, or punisher cannon do not cause "Rocking the Tank" effect).
Perhaps one of the deadliest variant of the Land Raider thus far, the Armageddon Pattern Land Raider makes good use out of some of the heaviest weapons available to the Space Marines.
BS4 AV: F14 S14 R14
Unit Type: Tank, Heavy* *Heavy: This unit always counts as stationary when it fires its weapon in the shooting phase, and may never move more than 6" in the movement phase.
This Land Raider may replace any of its Vulcan Mega Bolters with Thunderfire cannons for free.
Stormhammer Pattern Land Raider - 260 points
The Plasma variant of the Land Raider Crusader, this Land Raider is both exceptionally powerful and exceptionally dangerous. Powerful because of the sheer amount of plasma in can throw, and dangerous because if it explodes, it EXPLODES.
BS4 AV: F14 S14 R14 Unit Type: Tank
Transport capacity: 10 models
Wargear: - 1 Hull-Mounted Twin-Linked Plasma Cannon - 2 Plasma Storm sponsons - 3 twin-linked Plasma guns, fired as a single weapon. - Smoke Launchers - Searchlight
Special Rules: - Power of the Machine Spirit - Containment Breech - If the Stormhammer suffers a Destroyed - Wrecked result, it is automatically upgraded to a standard Destroyed - Explodes result. If the Stormhammer suffers a Destroyed - Explodes result (not from an upgraded Wrecked result), then it instead explodes 2d6" and any models hit suffer a S7 AP 2 hit, as the plasma containment fields go critical and the plasma simply gets everywhere.
This Land Raider may choose any of the Land Raider options as noted in Codex: Space Marines
McNinja wrote:Armageddon Pattern Land Raider - 270 points
Perhaps one of the deadliest variant of the Land Raider thus far, the Armageddon Pattern Land Raider makes good use out of some of the heaviest weapons available to the Space Marines.
BS4 AV: F14 S14 R14
Unit Type: Tank, Heavy*
*Heavy: This unit always counts as stationary when it fires its weapon in the shooting phase, and may never move more than 6" in the movement phase.
This Land Raider may replace any of its Vulcan Mega Bolters with Thunderfire cannons for free.
Stormhammer Pattern Land Raider - 260 points
The Plasma variant of the Land Raider Crusader, this Land Raider is both exceptionally powerful and exceptionally dangerous. Powerful because of the sheer amount of plasma in can throw, and dangerous because if it explodes, it EXPLODES.
BS4 AV: F14 S14 R14
Unit Type: Tank
Transport capacity: 10 models
Wargear:
- 1 Hull-Mounted Twin-Linked Plasma Cannon
- 2 Plasma Storm sponsons - 3 twin-linked Plasma guns, fired as a single weapon.
- Smoke Launchers
- Searchlight
Special Rules:
- Power of the Machine Spirit
- Containment Breech - If the Stormhammer suffers a Destroyed - Wrecked result, it is automatically upgraded to a standard Destroyed - Explodes result. If the Stormhammer suffers a Destroyed - Explodes result (not from an upgraded Wrecked result), then it instead explodes 2d6" and any models hit suffer a S7 AP 2 hit, as the plasma containment fields go critical and the plasma simply gets everywhere.
This Land Raider may choose any of the Land Raider options as noted in Codex: Space Marines
270 for 3 vulkan heavy bolters, are they still heavy 20 rending? i cant remember, but daaaamn, i love the idea, just seems cheap other one seems cheap too, are they that cheap due to not having hul points?
Hull points? And I do not thing they're Rending, just R68" S6 AP3 Heavy 20 (or 15, I'm not entirely sure). I was considering making the transport capacity zero, just to make it a single-purpose tank (that purpose being faceroll the entire enemy force in one turn).
Vulcan as im aware doesn't have rending and shoots heavy 15. (not 20 thats the punisher) and its not twin linked. but does have a special rule for the gun...
instead of single vulcan sponsons how about hurricane bolters or something. somthing that spews alot of rounds.
As for a Vulcan on a Land Raider? im not 100%, the Macharius Tank (super heavy just under a Baneblade in size) fits a vulcan mega bolter and fluff wise its packed to the gills with ammo as the gun is so ammo hungry. a Land Raider is smaller so i don't think it could fire very much with a vulcan mega bolter onboard. now.... Duel Punisher Cannons (40 rounds) strapped to the front end of a Land Riader would be cool.
Plasma one is cool but you could refit the main weapon into the Executioner Cannon from the Russ. (3 plasma plates instead of 1 thats twin linked), and the containment field explosion is a bit much for smaller plasma weapons as there are better cooling systems and things onboard to prevent it.
as for "hull points" they are actully "Structure points" put simple a Super heavy unit has "wounds" of sorts.
I hadn't considered Punisher cannons. I figured Thunderfire cannons and Vulcan mega bolters were about the same size, which is one of the reasons I figured they would work. It would also seem that if I were to keep the vulcans.
As for the plasma variant, true. I was also considering the plasma blastgun and two double-twin-linked plasma cannons.
If a Land Raider had full size Tank weapons on board it would be formidable to say the least (if not OP). it could fit Battle cannons and other weapons taken from a Leman russ but i've never known the SM to use IG weapons (outside Imperium wide weapons like, melta guns, plasma guns, Bolters of every kind, Las Cannons and so on, besides the Executioner cannon on that single Forge World Predator).
a Land Raider with Twin Punisher Cannons on the front, with Punisher Cannon Sponsons would be absolute murder to horde armys. (it would be 20 rounds with TL and then an additional 40 rounds without it with a total of 60 dice rolled!!) it wouldn't be able to touch a tank (minus say a Multi melta pintle weapon) but it would shred swarms/ infantry like crazy.
You never finished you thought at "It would seem if i were to keep the vulcans" O_o so you lost me there, what would happen if you kept the Vulcans?
As for the Plasma Blast gun..... once more its a Titan weapon, only capable of being fitted to Titans or Super Heavy tanks (like the Baneblade tank with one or the Omega series Macharius tank). once more too big for a Land Raider to carry.
and twin linked Plasma Cannon Sponsons would do well enough.
Not sure if someone posted this already... but here goes.
Not sure what to call it... lets say... The Leman Russ SwampDonkey.
f 14 s 13 are 12
Hull mounted hvy bolter
3 Short Barrel Earthshakers. Range 12-48", ordnance, barrage, scatters full 2d6 regardless. Recoil moves tank backwards 6', if it goes off table then destroyed, tank shocks/rams whatever is behind it regardless friend/foe.
Here are a couple of my ideas for Necron units. Not entirely sure about the point costs for the creations or their upgrades, so help from those of you with a better eye for such a thing would be much appreciated.
Designation: Necron Catacomb Voidwalker - 175 pts
Type: Walker, Transport, Open-topped
Stats:
WS-5 BS-4 S-6(8) FA-12 SA-12 RA-11 I-2 A-3
Dedicated Transport - Capacity: 1 - Can only be taken as a Dedicated Transport by an Overlord or one of the special characters(Nemesor Zahndrekh, Imotekh, Trazyn or Anrakyr).
Special Rules: Tombwatcher Guard, Quantum Shielding, Living Metal, Move Through Cover, Symbiotic Repair
Tombwatcher Guard - For every Catacomb Voidwalker taken by an Overlord, up to two Canoptek Tombwatchers may be taken without taking up any Force-Org Slots, but uses up two Royal Court member slots per each one added. Also, when taken as Royal Court members, they may be attached to their Overlord, counting as a squadron if he is embarked in the Voidwalker or as a unit if he is not.
Catacomb Voidscythe - When used in assaults, it is a Power Weapon that adds +2 Strength(as above) and +2d6 in Armour Penetration. As a ranged weapon, it is fired with the following profile: Range-18", Str-5, Ap-3, Assault 2.
May replace the Twin-linked Gauss Blaster for one of the following:
Twin-linked Tesla Carbine..................free
Twin-linked Particle Beamer, Gauss Cannon
or Tesla Cannon..................................10 pts
Particle Shredder................................15 pts
Heavy Gauss Cannon..........................25 pts
Another Catacomb Voidscythe(+1Attack).........30 pts
.............or................
Replace both the Twin-linked Gauss Blaster and the Catacomb Voidscythe(loses Str and
AP bonuses and one attack from profile) for: TL Tesla Destructor................30 pts
Voidweave Shielding - Gives the model a 4+ Invulnerable Save.
Designation: Canoptek Tombwatchers - 50 pts each - Elite choice(if not taken as RC members)
Type: Infantry
Stats:
WS-4 BS-4 S-5 T-6 W-2 I-2 A-3 Ld-10 Sv. 2+
Unit Size: 1-3
Special Rules: Fearless, Move Through Cover, Voidwalker Master/Tombwatcher Guard, Cryptek Engineer.
Voidwalker Master/Tombwatcher Guard - When not taken as Royal Court members, the unit of Tombwatchers takes up an Elite Force-Org slot. If they are RC members, they can be attached as noted in the Voidwalker entry or as a separate unit. If separate, they must remain within 24" and maintaining LOS with their Overlord. If either of these parameters cannot be maintained, the Tombwatchers are unable to shoot or launch assaults(they will defend themselves) and must spend their next movement phase moving the least amount of distance to reacquire either LOS or be within the range. These rules are in addition to the restrictions and allowances under the Voidwalker entry, 'Tombwatcher Guard'.
Cryptek Engineer - Regardless of whether they are taken as RC members or Elites, and if the Royal Court contains one or more Crypteks, you may designate a single Cryptek as the Tombwatchers' Engineer. Doing so gives access to the optional upgrades listed below, but the Tombwatchers must be within 24" and maintaining LOS with their Engineer or his unit. If they are found to be outside of this range, but can maintain LOS, they must take a Leadership test(regardless of Fearless). If passed they do not lose their chosen upgrades. On top of this, if they are outside the range and cannot maintain LOS, they automatically lose the benefits of their upgrades. For every turn spent outside of the 24" range, the test is made at -1Ld, and increases to -2Ld each turn if unable to draw LOS to either the Engineer or his unit. Once they are back in range and LOS, they automatically regain their benefits.
Wargear: x2 Hyperphase Swords(attack in profile), Sempiternal Weave.
Any Tombwatcher may replace both Hyperphase Swords for one of the following:
Voidblades and Particle Casters.....free
Warscythe..........................................5 pts
Catacomb Voidscythe......................15 pts
Any Tombwatcher may replace Sempiternal Weave with:
Voidweave Plating............................15 pts - changes to a 3+ Armor Save and a 4+ Invulnerable Save.
May choose only one of the following optional Cryptek Engineer upgrades(must have predesignated Cryptek Engineer) for the unit:
Nebuloscope.....................................5 pts per model - gives the unit Ballistic Skill 5
Prescient Bladesman.......................5 pts per model - gives the unit Weapon Skill 5
Augmented Reactions.....................10pts per model - gives the unit Furious Charge and Counter-attack
What do you guys think?
It feels like some things are overpriced or some changes can be made, but I'd like the opinions of anyone willing to give them. I'll be posting the background and such soon.
Payload - If the Martyr Gunship suffers a Penetrating hit, +1 to the result on the damage table. If it suffers either Destroyed result, it explodes, always with a 6" radius at Str 4 AP 5
Death from the Skies! - The Martyr Gunship may move at Combat Speed and fire all weapons
weapons:
Overcharged Battle Cannon
Hull mounted Las Cannon (or heavy bolter)
Sponsons:
Heavy bolter (or multi melta, flamer etc)
with "Jury Rigged Las Cannon"
Overcharged Battle Cannon: This battle cannon has been reinforced to allow it to take double charged shells, but the cannon still has a posisbility of exploding from the pressure.
Overcharged Shell: ST 9 Ap 3 large blast. Roll a D6 when firing. on a 1, roll another D6 (kinda like "gets Hot"), if its a 4+ the cannon doesn't explode. anything less and the cannon explodes, removing the cannon (can be repaired by tech preist). Otherwise can fire normal battle cannon shots for no penalty
"Jury Rigged Las Cannon": a Small lascannon turret rigged to the top of the Russ's sponson with controls for the sponson gunner inside. The Cannon will not always work due to its bolted on nature and the tank cannon always spare the power for it to fire. If the tank has moved and the 'Rigged las cannon is slectd to fire at a target roll a D6, on a 4+ the cannon fires.
if the tank Sits still and fires, roll a D6 and on a 3+ the cannon fires. There is no penalty for rolling less (besides the cannon not firing.)
Over Taxed Engine: The Leman Russ Engine is not built to carry as much armor and guns at the "Wanna-Be baenblade" is rigged with. when taking dangourus terrain, less then a 4 means the tank is immoblized as the engine overheats and blows out.
The "Wanna-beBaenblade" is a Leman Russ tank that has been rigged with far more firepower and armor then normal when a Baneblade is need but is absent. The sight of a "Wanna-be Baenblade" can really infuriate a member of the adeptus mechanicus due to the nature of which one is "constructed", none the less they will repair them when needed. The Leman Russ hull was never built to take on the additional guns or armor so the engine, transmission, suspension and more are always at the brink of their breaking point, and the stresses of battle do not help this fact which causes commanders or "Wanna-Be Baneblades" to be extreamly cautious in terms of moving the tank around, picking steady handed and experienced drivers to operate the strained system. The Main batlte cannon itself has been rigged with additional plate to let it fire shells with additional propellant which increases armor penetrating power but at the risk of the cannons barrel and breach exploding.
The "Wanna-be Baneblade" Cannot fire at multiple targets (unless its an Apoc Match)
Points: 230 base.
Base = Overcharged Battle Cannon, Jury Rigged Las Cannons, heavy Bolter sponsons, Hull Heavy Bolter.
IG upgrades posisble
Sponson weapons upgrades posisble (heavy flamer, multi melta etc)
a Leman Russ is a bit small for a superheavy. rigged with more armor then normal, the addition of lascannons on top of the sponsons, and a battle cannon reinforced to allow additional propellant charges for increased power. Its far from an ork machine. fluffwise there is mention of Leman RUss tanks equiped with additional weapons (like lascannons in the sponsons) and armor when a Baneblade is not present. so.... Not an Ork machine (nor inspired by one)
Cryo Beam Tank
13/12/10
BS 3 (targeters make it to 4)
Cryo Beam Cannon. S4 AP X, Range 48"
hull mounted heavy bolter
"Heat Vents"
Cryo Beam Cannon: A device dating back to before the Heresy. the Cryo Beam Cannon projects an energy beam that syphons the heat in and aroud the the target freezing it in a solid block of ice allowing for easy capture or using the brittleness hte freezing causes to shatter the target into pieces. When you hit a target roll 2 D6, If the target is infantry or a Creature of some sort, if the 2 D6 equal the Toughness of the target then the target is froozen. If the Target is a vehicale then the 2 D6 must equal the armor on the side the cannon is firing at (added to the cannons streangth of 3) then the target is frozen.
Frozen (infantry/creature) targets have their toughness reduced to 3 and their armor is dropped to 6+ and wounds are cut in half (round down), invulnerable saves are still possible.
Frozen Vehicales armor is reduced to 5 (metal under extreame cold gets insanly brittle) but the pen table remains as normal minus the explosion result which is reduded to wrecked.
Infantry inside transports are also frozen and should the tank be wrecked they take a S6 AP 2 hit.
When Frozen the unit cannot do anything for that turn, remaining immobilized and unable to preform attacks or use abilitys.
"Keep them on ice!": when a unit is frozen then they will unfreeze next turn (with no ill effects), but the tank can continue to keep the Cryo beam on the target, keeping them frozen. Roll a D6 on the frozn target. 4+ keeps the target frozen. 3 and less the machine fails and the target unfreezes normally. When the Cryo Tank fails to retain the freeze its cooling elements take serious feed back! take a glance upon the cryo tank.
"Heat Vents": Should an enemy get too close for comfort the Crew of the Cryo tank can dump the heat from the system surrounding the tank in scalding steam that finds its way through armor as the heat reacts with the moisture in the air leting out a terrible hissing sound. Roll akin to a vehicale explosion effect. and all units (freind or foe) are hit by a S4 Ap1 hit, and the tank shuts down for a turn as the systems recover. only weapons like a pintle weapon can function at this time.
Only 1 target can be frozen at a time per tank. ex: Tank freezes an enemy Terminator in a squad. only 1 terminator out of the squad is frozen, not the entire squad.
Specific units can be selected in a Squad fo Freezing. (such as a Commander in a Command Squad)
The Best useage of the Cryo Tank is the elimination of large targets or important targets such as special characters, Monsterous Creatures, or enemy armor. against large numbers of units the Cryo Beam Cannon is practically useless as freezing a single unit out of the squad would not affect it as a whole (at least if its not an important unit inside it) .
Points: 175 per machine
Hull weapon switching:
Heavy bolter to: Heavy flamer, Free, multi melta 10.
Targeters (increase BS to 4): 10
Can be in a Squadron (when firing on targets each tank fires its cryo cannon at a target. if firing at a squad then each tank fires at a target in the squad, if firing at a single target then add the D6 to the total roll for freezing.)
EX: Cryo Tank squadron fires at a squad of 3 Obliderators. each tank must freeze a seperate Obliderator. Firing at a single Carnifex they mus tall focus fire on it and so on.
I've seen a few pictures in the past of converted Land Raiders
with towers on the tops and I always thought it would be interesting
if there were rules to reflect something like that. This is my first
attempt at trying to make a change to a unit or create a unit or anything
like that. I am not sure if this is balanced points wise, any suggestions
would be great.
Land Raider Basilica
The Land Raider Basilica is an upgrade for any of the three
workhorse Land Raiders (Godhammer, Crusader, Redeemer). It
contains a bunker on top of the Land Raider with a capacity
of 5 (power armor only) and it also adds a Structure Point to
the Land Raider.
Additionally, it can be upgraded to a battle pulpit which
removes the additional capacity of the dorsal bunker and
houses a chaplain preaching to the chapter and encouraging
them to greater feats of heroism.
Special Rules:
Rolling Bunker - The nature of the bunker built on top of
the land raider allows it's passengers to shoot as if
the vehicle had 4 fire points. The bunker is also
stabilized so that heavy weapons may fire if the
Land Raider moves no more than 6".
Battle Pulpit - All infantry within 12" of the Land Raider
Basilica are given a 5++ save, Ld 10 and Stubborn. If
the Basilica is destroyed all marines of that chapter
lose Ld 1 for the rest of the game, and must make a
Leadership check. Failing the check causes a fall back
move. Passing the check confers stubborn
permanently onto the squad.
Land Raider Basilica
AV: 14/14/14
BS: 4
Weapons: Same as base Land Raider
Transport Capacity: Same as base Land Raider
Upgrades:
Land Raider Basilica base upgrade (75 points)
Battle Pulpit (75 points)
Ravenger Mine Flail.
A large drum with a number of chains mounted upon it with adamantium balls on the end of the chains, with power cords running over the drum charging it and the chains. The arms holding the drum are welded into the sponsons (removing the vehicales sponsons), the Drum is linked to the engine by a complex series of gears and drives which spins the drum and chains at incredible speeds which pound the earth infront of the tank relentlessly, detonating mines infront of the machine, the blast absorbed by a large sheild on the front of the tank (which covers the Front hull weapon, preventing usage). When used in desperation (or on purpose) , the powered flail can shred apart infantry or beat apart even tanks as the Russ charges forwards!
The Flail counts as a Melee weapon mounted to the front of the tank, and it runs constantly. When Tank shocking, the infantry are hit S9 AP 1 attacks. roll a D3 Assault to see how many hits are taken per unit in the squad. Death or Glory cannot occur ( Its just Death, there is to be no glory). When Ramming the Tanks normal ram attack doesn't occour, instead the target is beaten relentlessly with the powered Flail, and hits akin to 5 ST 9 AP1 Power Fist Strikes.
That and it functions as a Dozer Blade in terms of Dangerous Terrain tests.
The Balence? Well..... to use the Flail as a weapon against the enemy (besides its Dozer Blade ability) you got to get in close (real close) and a Leman Russ is a slow machine, that and besides its main gun (and pintle weapon and Hunter Killer, if they are taken) its other weapons are removed (Front Hull and Sponson weapons).
Any Russ Variant can use the Mine Flail. From Battle Tank to Exterminator and everything else inbetween (Even the Atlas recovery vehicale which is a Leman Russ Hull converted to recovery duty).
McNinja wrote:Hull points? And I do not thing they're Rending, just R68" S6 AP3 Heavy 20 (or 15, I'm not entirely sure). I was considering making the transport capacity zero, just to make it a single-purpose tank (that purpose being faceroll the entire enemy force in one turn).
What do you think of the plasma variant?
R36" S6 Ap3 Heavy 15, Rending
No. Even in a silly thread such as this should an idea like this just not exist.
MAUTV (Marine Assault Unit Transport Vehicle): 60 points
BS-3 F-13 S-10 R-10
Composition: 1-3 MAUTV's
Unit Type: Vehicle (Fast, tank)
Wargear: Heavy Bolter turrets, dozer Blade, search lights
Special Rules: Amphibious, Mobile Command Vehicle, Deep Strike, Lumbering Behemoth. Open Topped.
Transport Capacity: 15 Models
Upgrades:
-May replace the turrets with the following:
Heavy Flamer......... Free
Smoke Launcher........... Free
Grenade Launcher........... 5 Points per turret
Autocannon......... 5 points per turret
Las-cannon............ 15 points per turret
May have a Hunter Killer Missile....... 5 points
May have Extra Armour........ 10 points
May have Camo Netting........ 15 points
Open Topped: The open topped MAUTV's have been known to be the bane of the infantry inside. All projectiles that are thrown or have the Barrage rule effect both the infantry inside and the vehicles. Additionally the infantry inside can jump out of the vehicle while the vehicle has moven or instead of shooting they can attempt a run and jump out of the Chimera, but go to ground immediately.
MAUTV's originated when the home planet of Pacifius Prime was sunken and the armies needed a hold in order to still attempt trade in which is vital to their planet. Launching assaults onto the scraps of land that wasn't sunken, the closed topped Chimera caused many a unit to drown in the confines of the vehicle, so MAUTV's were created. Open Topped and volitile, they are the primary water assault vehicles for the Marines, fast moving in water and the Marines disembark on the surface of the planet, where the vehicle is slow but deadly.
Must take any 2 of the folowing:
2 twin-linked missile pods 10 points
2 twin-linked plasma rifles 20 points
twin linked ion cannon 20 points
twin linked railgun 35 points
may take any of the folowing:
Disruption pod 5 points
markerlight 10 points
Vehicle target lock 10 points
ejection pod 15 points
up to 4 seeker missiles 10 points each
Vehicle target lock: the vehicle can fire at 2 seperate targets
Ejection pod: when the vehicle suffers a exploded or wrecked result on a D6 roll of a 2+ the ejector seat fires and the 3 pilots land within 24" of the suit as per deep strike rules they are fire warriors equiped with pulse pistols.
Prototype: verry large compared to all current makes of battlesuit and is imuone to vehicle shaken and stunned results. it also includes an energy shield that gives it a 5+ invunrable save against shooting
Combat prevention: when a charge is declared againdt the XV-6 the battlesuit imediatly moves D6 inches away from the unit charging it if this takes it out of charge range the unit cannot charge it, if this move takes the XV-6 off the table it is counted as destroyed.
Weapons: Gauss Cannon
Wargear: Quantum Shielding, Living Metal, Suppression Field Generator
Special Rules: Move Through Cover, Fleet, Entropic Strike (close combat attacks)
Suppression Field Generator: Through use of an unstable and highly dangerous multiphasic generator, the Triarch Suppressor projects a short-ranged field that interferes with all known forms of personal shielding and destabilises even the strongest, the most reinforced armour enabling the suppressor to tear through it like paper. Originally deployed to render the phase shifters of a rogue Tomb World’s Canoptek Wraiths inoperable, it quickly became obvious that such a device would be just as useful against lesser organisms. Mounting it on a Triarch Stalker platform required the shrinking of the walker’s normal arsenal, but the drive system benefitted from a (slightly unstable) power boost, drastically increasing its speed.
All enemy units engaged in combat with a Triarch Suppressor have their invulnerable save downgraded to an armour save for the duration of the combat (while the Suppressor is “alive”). Additionally, any explosion result on the damage table that the Suppressor suffers is at one higher strength than usual (S:5) and causes “entropic strike” on any models hit.
And the ranged flavour of the above (at a few more points).
Weapons: Suppression Field Projector
Wargear: Quantum Shielding, Living Metal,
Special Rules: Move Through Cover
Suppression Field Projector: Through use of an unstable and highly dangerous multiphasic generator, the Triarch Suppressor projects a blast of energy that overwhelms and interrupts all known forms of personal shielding. Originally deployed to render the phase shifters of a rogue Tomb World’s Canoptek Wraiths inoperable, it quickly became obvious that such a device would be just as useful against lesser organisms. Mounting it on a Triarch Stalker platform required the removal of the walker’s normal arsenal, but otherwise enabled the tactical use of the weapon.
The Suppression Field Projector is a weapon with the following profile:
Range: 12” S: 6 AP: - Heavy 1, Large Blast, Suppression Field.
Suppression Field: Any unit hit by the Projector has their invulnerable save downgraded to an armour save for an entire game turn. Returning to normal at the start of the Suppressor controlling Necron player’s next shooting phase. Vehicles suffer an automatic crew stunned result if hit by the projector (though may negate or downgrade it through Wargear, special rules etc. as normal), do not roll for penetration.
Badger Armoured Assualt Vehical ( AAV) ( real IFV is the German PUMA and has nothing to do with real life Specs )
Intro: Upon the Imperial Guard increasing dutys in Urban Combat Zones their was a Need by both the Cadian Infantry Regiments and Warhawk Regiments to have a Reliable Infantry Fighting Vehical for use in the Urban enviroment . Brought forth after Dozens of Chimeras were being lost because of insuffeciant RPG resistant amour to defend against such urban enviroments. The Answer was the Badger Assualt Vehical which turned the urban warfare in that particular sector into something of ease and allowed quick and efficant extractions and insertions into enemy territory . Upon the finding of this creation of Vehicals outside of the Adeptus Mechanicum the production was ceased and dozens of generals whom had "overlooked" the fact were exicuted .
Armour Values
F:12
S:12
R:10
Turret Mounted Autocannon
Co-Axil Assualt Launcher
Pintle Stormbolter
Cost 100 Points
Upgrades :
Reactive Armored Plating 10 points - Any Infantry based launcher ( traditional projectile only , RPGs , AT launchers , Homing missiles and future equivilents) have a -1 Modifyer on rolling Their Penetrating Hits
Infantry surviablilty suit 15 points - An increase in onboard systems to protect Carried Infantry now assuare that all blast from the exploding Vehical are counted as Strength 3 AP-
Anti-Tank Variant 20 points - Upgrades Turret mounted cannon to a Lascannon for the loss of the Co- Axil Assualt launcher
Crew Surviablity suit 15 points - May not be taken with the Infantry Survivability Suit - All hits conducting damage to the crew must suffer a -1 modifyer
Special Rules-
Ramshackle Engineering - With not having the blessings of the Machine Spirit the engine in the Badger has been known to catch fire in the event of engine damage ., When ever a " Immobilised " result is rolled role a Strength 4 AP - hit on every infantry unit inside twice , the Driver , Commander and Gunner are to be considered inside a protected cabin , The effect of the Infantry Survivablity suit drops the Strength to 2
Urban Assualt - When Firing at a Unit in a Building roll a D6 if a 1 is rolled the Vehical may move , fire one weapon and have infantry disembark as if they never moved .
NBC ( Fluff) - In the Ever Changing Battle Field one can never expect everything to be going according to plan , sometimes the use of Biological ( Tyranids ) Chemical ( Chaos ) or Nuclear ( mix inbetween ) engage , with this suit on board , infantry not only have filtered air when moving though the combat zone but also have full gear in the event one of these attacks takes place .
Weapons ( and Assualt Launcher ) -
Autocannon Strenght 7 AP 4 2 Shots
Assualt Launcher ( think MK 19 ) A Standard imperial Grenade launcher in damage but Fires 3 Grenades during each turn of shooting ---- Assualt 3 ( example ) all Krak and Frag options are still avalible
My personal Review : I played a couple Games using these and the item i found to be the most OP somewhat was the Crew Survivabilty suit , Which allowed me to take a hit , then drive behind cover when needed . It is realistic in hte manner that modern APCS and IFV's do have these sorts of equipement in them but again this is warhammer . Reactive plating turned out to be about a 50-50 chance of saving your ass or having it be roasted - In Terms of Special Rules the " Ramshackle Engineering " caused me a hell of a lot of trouble , i had who Squads of Battle Hardened Veterans dying in a raging inferno before they could fire their rifles . I played with the NBC rule but it only seemed to be reliable in terms of a Special Mission where at a random point in time one of those ( chosen by the Defender ) one of the Following weapons is used in which case infantry who do not have such Gear die a gruesome horrible death .
I'd switch the wording on the Reactive Plating to be effective against all "Explosive projectile weapons". This means that it won't be useful against Las or Plas or Melta weaponry, but will be useable against things like Rokkit Launchers, Havoc and Rocket launchers, Missile Launchers of various stripes, and Bolters (which would just be funny).
Ramshackle does seem like more of an Orky thing, but the Survivability Suits are actually pretty neat.
Anvildude wrote:I'd switch the wording on the Reactive Plating to be effective against all "Explosive projectile weapons". This means that it won't be useful against Las or Plas or Melta weaponry, but will be useable against things like Rokkit Launchers, Havoc and Rocket launchers, Missile Launchers of various stripes, and Bolters (which would just be funny).
Ramshackle does seem like more of an Orky thing, but the Survivability Suits are actually pretty neat.
And i appreciate the comments BTW , If you threw together a vehical out of a remaing chassis it wouldn't be the most mechanically reliable , and the Survivablity is like the interior design of the IFV not suits people wear
SolarBlade, Super heavy Plasma Tank AV:14/13/12
Baneblade Chassis
BS 3
Weapons:
Turret Mounted Twin Executioner Cannons.
Hull mounted Twin Executioner cannons.
(use stats from the LR Executioner main gun)
Sponsons: Twin Linked heavy Bolters (can be traded for TL Plasma Guns)
with Lascannon turret (can be traded for Plasma Cannon)
Pintle Weapon and Hunter killer (and other IG upgrades) possible.
A Plasma spewing behemoth, second only to the Stormblade which weilds the mighy Plasma Blast Gun or Titans with their much much larger Plasma Weapons. The SolarBlade is capable of spewing plasma rounds like no other to vaporize enemys enmass with hails of searing hot blasts. The Solarblade is extreamly rare as the technology to power the plasma weapons onboard, no less keep all of them cool can only be manufacture on Ryza. There is a tale of a single Solarblade going against a massive charge of Chaos Marines which lead to its tracks being blown off by a Lascannon shot, as for the charging traitors, nothing was found besides mountains of glassed earth that surrounded the tank.
It can let loose loads of plasma templates are short range (short compared to say a battle cannons range) and other plasma shots but small templates do not always help against infantry should they spread out enough, but the volume of fire might compensate.
Points: Base: 550
Lascannons to Plasma Cannons: 30 (if additional sponsons are taken, to equip them with plasma cannons as well, add another 30)
Additional Sponsons: 100
Twin Linked Heavy Bolters to Twin Linked Plasma Guns: 15
Other Upgrades (Hunter killer, Pinlt emount etc) are their normal points.
Rhino Chassis 13/13/11 TL Punisher Cannons with AA mounts, up to 4 HK missiles. Special rules: Flakka flakka: The Punisher Cannons count as rending due to the sheer multitude of shots.
Necron (Canoptek) Harvester - Inspired by the Soul Drinker's novel Hell Forged
Apoc Only
Points: 900
Structure Points: 5
WS:3 BS:3 S:8 AV14/14/14 I:2 A:7
Unit Type: Vehicle ( Counts as Fast Skimmer)
Wargear:
-4 DCCW's (Bonus attacks already included in profile)
-2 Gauss Flayer Arrays (Defensive Weapons)
-2 Heavy Gauss Cannons
-The Harvester's Maw (Counts as a single Melta bomb against anything with an armor value, can only be used when performing a Decimating Rampage. Against units without an armor value, resolve an automatic D6 hits at S:8, armor saves not permitted)
Canoptek Hive: The Harvester can forfeit it's movement and shooting phases to generate D6 Canoptek units each turn. What type of Canoptek unit that is generated is determined by a roll of D3: a D3 roll of 1 creates Canoptek Scarabs, roll of 2 creates Canoptek Wraiths, roll of 3 creates Canoptek Spyders. These Canoptek manifestations automatically join the nearest unit of their type and are permitted to increase the unit size past max limit. If no such unit is available, they form their own unit.
Special Rules:
Living Metal
Monolithic Construct: The incredible might of this construct allows it to carve it's way through the hardest, strongest materials known to the galaxy without care. The Harvester ignores Difficult and Dangerous Terrain.
Decimating Rampage: If the player chooses to have the Harvester perform a Decimating Rampage, he must declare it in his movement phase and must move flat out. Units and structures caught in the path of the Harvester suffer automatic hits from the Harvester's Maw. If the Harvester ends it's movement upon an opposing unit or structure, it is automatically then in close combat with that unit or structure. If the unit it lands upon is friendly, then that unit is automatically destroyed (invulnerable saves allowed).
Lance Turrets R48-unlimited SN/A AP1 Ordnance 3 ignores cover 20" blast 4D6 structure points damage destroyer remove all models and terrain under blast exept for super heavys/gargantuan creatures earth quake
Nova Cannon R120"-unlimited SN/A AP1 Ordnance 1 ignores cover 200" blast remove all models and terrain under blast creatures earth shatter
Earthquake the whole table counts as difficult terrain exept for difficult terrain which counts as dangerous terrain for the next turn
Earth shatter the whole table is dangerous terrain for the rest of the game
Launch Bays The Mars class has 2 launch bays. these may carry up to 500 aircraft each from the following list: thunderbolt fighters
lightning interceptors
marauder bombers (note that as they are so large marauders fill 3 aircraft slots per marauder)
each launch bay can launch upto 50 planes a turn (marauders only count as 1 plane for purposes of launching)
Unstoppable The Mars class Battle Cruiser ignores immobolised results.
Humongous Crash if the cruiser is destroyed then all models on the bored are destroyed.
I laughed so hard from this. It seems realistically fair too.
Alright... I'll play.
Starhunter Leman Russ:
Points: 210 points
AV: F-14, S-13, R-11
Weapons:
Main: Starhunter cannon: Range 48" Str. 10 Ap 1 Heavy 1 Blast, ignores cover. Hull mounted lascannon. 2 lascannon side sponsers.
Equipment:
Las painter - Little more than a reflective sight finder it is used to great effect against other armored targets. If the Starhunter remains stationary during the movement phase, it may choose to paint its target before firing. On a 5+ the target is locked and every weapon on the Starhunter hits automatically.
Special Rules:
Lumbering behemoth
Ancient technology: The Starhunter is an exceedingly old variant of the Leman Russ and may not take any extra upgrades from the armory. In addition, its STC has long been forgotten and there is no techpriest alive today that has the knowledge to care for these almost mythical machines. Under no circumstances may the Starhunter be repaired to any degree. Once it is damaged, it is damaged forever.
And since I haven't seen anything for this faction yet,
Nightcrawler
A transport option for Renegade IG, it is truly the stuff of nightmares as its treads have been mutated into frightening sets of razor sharp centipede tendrils that not only run on the same tracks, but lash out and devour anyone who ventures too close. The corrupted Mechanicus who care for these machines have taken great joys in adding sadistic technologies that no sane man would dare utilize. Luckily, there is no shortage of pyschopaths in the ranks of the Renegade Guard.
Points: 75
AV: F- 12, S -11, R 10
BS: 3
Weapons: Heavy Bolter or Heavy Flamer
Firepoints: 4
Mancannon: Instead of unloading normally, the entire squad is shot out of the cannon on the top of the vehicle, often in a cannon that resembles a Medusa and has the following profile:
Range - 48" The squad is counted as a round of Ordinance using the BS of the drivers, not as a Deep Strike move. Roll to hit as normal. Unfortunately, the strange nature of the warp infused cannon often turns members of the squad into living missiles that explode with violent force when their bodies hit the ground. When your marker is placed Roll a D6 - this is the number of bombs that are created from the flying squad, and they are immediately counted as casualties as their warp engorged bodies strike the target. The blast marker confers its ordinance profile of: Str 3 ap 5 Ordinance Barrage D6. The blast is counted to precede the incoming squad, but doesn't hamper them from being terrified as their comrades literally explode in a hailstorm of gore and bone around them. Both sides immediately take a pinning test regardless of their immunity and if it passes the pinning test the newly arrived squad counts as moving at its new location, though it may shoot and assault normally.
Transport capability: 12 Traitors.
Special Rules:
Horrifying: The Nightcrawler is a terror to behold and for good reason. It confers a -1 leadership modifier for tank shocked victims. For those who pass, and allow the Nightcrawler to move through them, the vehicle lashes out in an attempt to devour easy prey and may make a single attack at strength 4. If the model is wounded, it may not take an armor save as it is dragged beneath the living treads and pulverized.
Daemonic - counts as having the Machine Spirit.
Living Treads: The Nightcrawler cannot be immobilized and treats all terrain other than impassible as normal.
Ok, Lets filter through some of my DE Extended Codex's Vehicles starting with:
Taranis, Master of the Razorwing
Spoiler:
BG: Taranis is a badass Razorwing Pilot. Will think of something later.
FO: HQ Squad: Taranis, Master of the Razorwing
Unit: Taranis, Points Per: 280, Models: 1*, Unit Type: Vehicle (Skimmer, Fast), BS-5, FA-11, SA-11, RA-10.
Lord of the Flock: Razorwing Jetfighters become Troops choices.
Wargear:
Two Splinter Cannon
Two Dark Lances
Two Disintegrator Cannons
Two Monoscythe Missiles
Two Necrotoxin Missiles
Two Shatterfield Missiles
Enhanced Flickerfield
Nightshields
Special Rules:
Night Vision
Deep Strike
Aerial Assault
Supersonic
Skilled Rider
Special Rules:
Living Metal
Homing Beacon: Units that deepstrike up to 6" away do not have to roll for scatter.
Necron Reaper
Points: 250
BS:4 AV:12/12/12
Type: Open Topped, Skimmer
Wargear:
Tachyon Launcher: Has two shooting profiles
Focused Fire Range:120" S:10 AP:1 Heavy 2
Sustained Fire Range:36" S:6 AP:4 Heavy 6
2 Gauss Flux Arcs
Quantum Shielding
Special Rules:
Living Metal
Automatically Appended Next Post: The Necron God slayers:
These are constructs made by the Necrons when they turned against the C'tan designed to weaken and eventually break apart the C'tan. These constructs which eventually had felled the star gods are now used by the Necrons to remind the younger races of how far behind they truly are, how they cannot hope in their current state to truly ever challenge the might of the Necrons.
First off:
Necron Genesis Platform: These monolithic constructs open a portal through time to the Big Bang. This was used to bring about the very force that birthed the C'tan against the C'tan, now it's used against the lesser species to a much greater effect.
Special Rules:
Sentient Hull: The living metal used for the hull is so advanced that it can repair damage within a blink of an eye. Any weapon that would normally roll an extra D6 or D3 for armor penetration do not benefit from the extra D6 or D3. Ignores crew shaken and crew stunned results.
Canoptek Crew: The Genesis cannon is writhing with Canoptek constructs which tend to any damage the Sentient Hull cannot attend to. An immobilized or Weapon destroyed result can be repaired on any turn on a D6 roll of 4+. A Structure Point can be regained on a 2D6 roll of double 6's.
Singularity Engine: This construct was designed to bring the very reality warping powers of the C'tan against the C'tan. Though not very effective at killing the C'tan, it proved it's worth in slowing them down, allowing the Genesis Platforms time to rip away shards of the C'tan, breaking them down bit by bit.
Type: Super Heavy, Tank, Skimmer
Points: 1000
BS:4 AV:14/14/14
Structure Points: 4
Wargear:
Reality Breaker: Range: 100" S:6 AP:3 Ordnance 1, Apocalyptic Barrage, Space-Time Moulder (As mysterious as it is arcane, those that are caught in the in the resulting blast are caught in a temporary space and time warp that slows down their movement to an utter crawl. All models caught under the barrage template have their initiative reduced to one. Non vehicle models must roll 2D6 for movement selecting the lowest D6 roll. Vehicles roll 4D6 for movement and select the lowest 2 rolls.)
Singularity Cannon: Range: 100" S:- AP:- Ordnance 1, 10" blast, Miniature Black Hole (place a 60mm marker at the center of the blast template, this represents the event horizon of the miniature singularity. All models under blast template in their must roll 3D6" and subtract it from their movement value - vehicles use their cruising speed movement value. This is the distance the model moves towards the marker. Models that make base contact with the marker are immediately removed from play having been swallowed up by the singularity)