In a similar vein to the design a character posts I have seen on dakka, I would be interested to hear what ideas for new vehicles we can come up with.
They don't need to use any of the vehicle design rules, but they do need to be as balanced as possible and fulfil a genuine need in the codex that they would occupy if they were official rules.
Please also give an idea of your thought process behind designing the vehicle, what it's battlefield use would be, etc.
To start us off, I give you the CSM Nemesis pattern Land Raider:
I personally find it ridiculous that in 10,000 years the CSM have not created their own Land Raider variant, especially as they must have encountered the Redeemer and Crusader variants on multiple occasions over the millennia. This is made more ridiculous when you consider that the CSM have both the Iron Warriors and the Dark Mechanicus at their disposal.
Onto the rules:
Unit FASA RA BS PTS
Nemesis 14 14 14 4 275
Land Raider
Type: Tank
Special Rules: Assault Vehicle, Infernal Device, Transport Capacity (16)
Infernal Device - When the original Traitor Legions turned to Chaos, it wasn't just their bodies and souls that were corrupted. The rot of Chaos changed their weaponry and fighting vehicles as well. The noble Machine Spirits of the Astartes Legions were turned into something immeasurably darker and more dangerous.
The Nemesis Land Raider may use the power of the Infernal Device in the Chaos Shooting phase to fire an additional weapon to the number that the Land Raider would normally be able to fire. This weapon is always fired at full BS and may be fired at a different target to the tanks remaining weaponry.
Alternatively, the Infernal Device may be used in the opposing players shooting phase, in which case one weapon on the vehicle is granted the Skyfire and Interceptor special rules. This weapon may not be fired in the next Chaos shooting phase.
Weapons:
2 Hades Autocannons, Ectoplasm Cannon
Options: The Hades Autocannons may be upgraded to Baleflamers at +25pts each. The Ectoplasm cannon may be exchanged for a third Hades Autocannon at no cost.
The Nemesis pattern Land Raider may take any vehicle upgrade allowed by Codex Chaos Space Marines.
Designers notes: In my opinion CSM need another option for anti flier than expensive flakk missile Havoc squads and vector striking Heldrakes (as effective as this latter option is, it is also boring to implement as your only anti flier option) and also an option for Interceptor, which the codex currently lacks.
I did decide, however, to implement these options on an expensive platform which also uses a Heavy support choice, to discourage min maxing. This may however, also result in the Nemesis never being used due to its competitive force slot.
I also decided to give it a larger transport capacity to increase flexibility with transporting larger squads that chaos marines are able to field.
Replace any set of Scything Talons with:
- Crushing Claws*, 10 points per model
- Stranglethorn Cannon***, 25
- Heavy Venom Cannon***, 25
- Impaler cannon***, 30 points per model.
- Twin-linked Devourers with Brainleech Worms, 15 points
- Twin-linkedDeathspitters with Deathscream Grubs***, 30 points
Take any of the following:
- Frag Spines, 5 points
- Adrenal Glands, 5 points
- Toxin Sacks, 5 points
- Regeneration, 20 points
- Armored Shell, 20 points
- Adamantium Tusks 15 points
- Mace tail. 15 points
*An Erinyes that takes two sets of Crushing Claws gains 2D3 additional attacks instead of the usual D3.
**An Erinyes with Deathscream Grubs fires it's deathspitters at Strength 7, AP5, and assault 6.
*** An erinyes with two impaler cannons, stranglethorns, or heavy venom cannons may fire them independently of one another or together to benefit from twin-linking and rerolling to wound or penetrate.
Unit-specific Special Rules and weapons:
Skyfall: Upon vector striking or in situations where the Erinyes is entitled to hammer of wrath attacks, the Erinyes may roll d3+1 additional attacks to represent the fury of it's sudden impacts. But only if it is either swooping or gliding, a grounded Erinyes may not receive these bonuses until it takes to the skies again. When vector striking other fliers, the Erinyes also gets hammer of wrath bonus attacks.
Bio-plasma barrage: A shrieking discharge of lethal bioplasma fired forth from it's gaping maw which can be modulated by careful arrangement of several structures within it's throat to provide either a barrage of blasts, a long stream that burns through cover, or two lances than can penetrate even vehicle armor, this weapon has the following profiles. Rng 18', S7 AP2 Assault 3 Blast or S6 AP3 Assault Template Torrent 6', or Rng' 18 S8 AP1 Assault 2 Melta.
Scythe tail: An Erinyes may make 1d3+1 additional attacks while vector striking or assaulting at half strength.
Adamantium Tusks: Grants the rage and rampage USR.
Mace tail: As scythe tail, but at full strength and with only one attack.
Fluff: Sensing that it's airforce required greater firepower, the Hive Mind has produced the Erinyes to fulfill the role of ground attack and heavy air superiority, signified by it's shrieking roar that heralds a storm of firepower, the Erinyes serves as an intermediary for the larger Harridan and the smaller Harpy. Often described as a flying carnifex, the Erinyes is actually quite distinct,, created using genetics from multiple sources, including Space Marines, Orkoids, Exodite Dinosaurs and Dragons, and Kroot, the Erinyes can be likened to a somewhat fat six limbed dragon. While there are obvious traits from the Carnifex genus such as it's relatively powerful build, many alterations had to be made in order to make it flight worthy.
Specializing in tearing open tanks, the Erinyes can appear with little warning, devastate a vehicle or enemy monster, and then be gone before proper retaliation can be unleashed upon it. It's primary weapon is it's unusually modulable bioplasma and superheated gas production ability. It can fire off a barrage of explosive orbs, a potent stream that can sear through cover, or deadly beams that can strike through tank armor.
Against other aircraft, the Erinyes can prove to be a surprisingly deadly foe, unleashing that special brand of Tyranid overkill into the opposing flier. Against ground targets, it sweeps overhead, diving down before unleashing a terrible barrage of attacks.
type: jet pack infantry, arch angel is jet pack infantry [character]
Unit conpasition: 5 iron angels
stats:
Iron angel:
wsbs s t w i a ldsv 4 4 4 4 1 5 1 10 3+
Arch angel:
wsbs s t w i a ldsv 4 4 4 4 1 5 2 10 3+
equipment: power armour, bolt pistol, krak and krak grenades
Energy bow: these mysterious staff from the dark age of technology are designed to interface with the user and fire piercing bolts of energy on command, in a way not disimular to the primitive bows of anquity.
Leman Russ Brawler (170 points sound good?)
......Armor
Bs F S R HP 3 13 12 10 3
Unit Type:
Vehicle (Tank, fast)
Wargear:
Brawler cannon, heavy bolter, smoke launchers, searchlight
The brawler cannon was originally a modified version of the Punisher gatling cannon. The weapon exchanged rate of fire for armor-piercing capabilities by using larger caliber rounds housing miniscule melta charges. The weapon is designed to and eliminate small groups of heavily armored infantry.
Range 48", S6, AP2, Heavy 5
It also has the special rule Rending
The Brawler may replace its heavy bolter with:
Lascannon... 5 points
The Brawler may also have a pair of sponsons armed with:
Lascannons... 25 points
Heavy Bolter... 20 points
Heavy Stubber... 15 points
After Abaddon's 13th Black Crusade wreaked havoc against the forces of Cadia, Segmentum command noticed near-identical reports of other Leman Russ failing to penetrate heavy armor, particularly those of Chaos Terminators. The Demolisher cannons deployed to defend the planet were simply too heavy and short ranged to threaten the mobile enemy. As a result, a new Leman Russ variant was developed. Some of the heavy armor famous of the Russ was stripped in favor of greater mobility. The Brawler cannon was also conceived to threaten heavy infantry where other tanks could not.
BTW, I have no idea if this is anything like any FW tanks, so let me know if there is and I'll virus-bomb on this post on the spot.
Disc Speeder (CSM:TS army) Thousand Sons used ones during GK - its a big open-topped saucer, based on Prosperian transport vehicle. Might be a flyer, but I think transport/shooting platform would fit it better. 45pts Bs:4 F:11 S:11 R:10 HP:3 Unit Type: Vehicle (Skimmer, Fast, Transport, Open-topped) Transport Capacity: 9 (cannot transport Bulky and bigger models) Wargear: Twin-linked bolter with Inferno-bolts Stabilizers: If Disc Speeder moves at cruising speed, his passengers could shoot like it moves at combat speed. Crystal Throne: As long as there is atl least one psyker with the MoT inside Disk Speeder it have 5+ invulnerable save.
KommissarKiln wrote: BTW, I have no idea if this is anything like any FW tanks, so let me know if there is and I'll virus-bomb on this post on the spot.
It is basically poor man's LR Executioner. Which actually make sense, because Executioners are ridiculously rare and expensive vluff-wise as they are only produced on one forge world.
Automatically Appended Next Post:
rohansoldier wrote: Infernal Device - When the original Traitor Legions turned to Chaos, it wasn't just their bodies and souls that were corrupted. The rot of Chaos changed their weaponry and fighting vehicles as well. The noble Machine Spirits of the Astartes Legions were turned into something immeasurably darker and more dangerous.
The Nemesis Land Raider may use the power of the Infernal Device in the Chaos Shooting phase to fire an additional weapon to the number that the Land Raider would normally be able to fire. This weapon is always fired at full BS and may be fired at a different target to the tanks remaining weaponry.
Alternatively, the Infernal Device may be used in the opposing players shooting phase, in which case one weapon on the vehicle is granted the Skyfire and Interceptor special rules. This weapon may not be fired in the next Chaos shooting phase.
It could be simplified to "AT the end of your opponent movement phase you may declare one of the vehicle weapons as having Skyfire and Interceptor USRs. Vehicle aslo have PotMS if it hadn't shot interception shots during opponent's previous movement phase.
The part about not being able to shoot intercepor weapon is redundant - it is already stated in Interceptor rule wording.
Well, I did make it a fast tank, but I didn't realize the Executioner plasma cannon was heavy, not ordinance.
But I did try to keep the fluff in mind; Executioners and Vanquishers are both dwindling in numbers, so I wanted to have a sort of hybrid between them (and the Punisher) as a sort of filler for the absence of this particular type of firepower.
AV 13/11/10. HP3/4
Transport capacity: 15 models. May carry Bulky and Very Bulky units.
May take Frag Launchers for a significant price increase (~20pts). Otherwise has access to the Chaos Marine Vehicle wargear.
Available as a Fast Attack choice to Chaos Space Marines.
Very simply, a battering ram transport to get your heaps of melee infantry into combat intact. Expensive enough that it is not a must-take and lacking weaponry. Average speed and decent armour but otherwise a simple, expensive box. By using a FA slot you can prevent excessive spam of them and it means that every Marauder loses access to a Heldrake. The Bulky/Very Bulky clause is there because I love the idea of herding Spawn out the front door.
Appearance-wise think if it as being similar to the FW Gorgon, in that it is an open-topped, heavily built transport with high walls and the general appearance of a ram.
Range 48", S6, AP2, Heavy 5
It also has the special rule Rending
Call me daft, but I really don't understand why you would give it the Rending rule if it already has AP2. Perhaps you could make it AP3 with rending. Still negates SMEQ Power armor saves and then gives a little bit of a hope roll against Termies. Just a thought.
Range 48", S6, AP2, Heavy 5
It also has the special rule Rending
Call me daft, but I really don't understand why you would give it the Rending rule if it already has AP2. Perhaps you could make it AP3 with rending. Still negates SMEQ Power armor saves and then gives a little bit of a hope roll against Termies. Just a thought.
Because of those +D3 obviously.
AP3 would be pointlessness - that's what LRBT is for
Doze em Boyz: When performing a Tank Shock an Ork Buldoza inflicts D6Str 5 Hits per Buldoza in the unit. In addition the unit struck is moved 2 D6 inches directly away from the Buldoza to perform the first tank shock.
Doza Blade: Any glacing hit allocated to the front armour of an Ork Buldoza is negated on a 3+, Penetrating hits effect the Buldoza as normal, in addition players attempting a Death or Glory attack on the Doza must roll a D6, on a 4+ the Death or Glory attack cannot be attempted.
Doza Spikes (Upgrade): Any hits caused by the Buldozas "Doze em boyz" rule are rending.
My biggest pet peeve playing Marines nowadays is that we have very substandard means of getting into CC. Footslogging is assisted suicide, giving you enemy a turn to shoot and charge if you use drop pods is assisted suicide, and rhinos are basically giant metal deathtraps who result in...you guessed it, assisted suicide.
And Land Raiders and Stormravens cost an arm and a leg, there's just no way to move an army using these transports because you can only fit a couple in the list at great cost. Especially with the whole "flyers must start in reserves" rule. If you could start inside SRs and zoom, then move 6" and charge, I could understand holding back cheaper assault transports since you could swing turn 2 assaults if you wanted with them. As it stands though, the fastest you can pull it off now from the belly of a SR is turn 3 I think.
SO, two possible solutions.
Either:
A) New rhino upgrades. Allow:
- Variant with assault ramp on rear: +15 points
- Overcharged Engines: +15 points
- Heavy Armor (makes them 12/12/10): +15 points
Something like that would give you options to make your rhinos more survivable,
OR
B) develop a new vehicle. My concept:
Tempest: A recently discovered STC, it is larger than a rhino, but smaller than a land raider, fitting neatly in the middle in terms of transport capability and firepower.
80 pts base
- Transport capacity of 10 models.
- Has assault ramp on the front.
- Has heavy bolter sponsons, may be replaced with heavy flamers (+10 pts), multi-meltas (+10 pts), hurricane bolters (+15 pts) or, if transport capacity is reduced to 8, lascannon sponsons (+30 pts).
DogofWar1 wrote: - Variant with assault ramp on rear: +15 points
Get a copy of IA2 and look at Rhino internal structure. There is no way you can fit a nose ramp into it. Its would be easier to just cut off the roof and make it open-topped, but techmarines would kill anyone who would dare for such a blasphemy.
As the speed freak kults grow bigger and bigger, the variety of contraptions that the rest of the galaxy witness becomes wider, more dangerous, and more downright mad. One such new vehicle to sprout up more and more is a light machine known as a Rokkit Buggy. These mad adaptations of "regular" warbuggies involve a Mek attaching a large rack of high explosive, rocket propelled canisters to the back of the chassis instead of a normal weapon mount. These buggies are then rolled into a war zone, their pilots driving at insane speeds while unleashing a devastating volley of rudimentary explosives in the general direction of the enemy. The rate of fire of the rockets it typically similar to an automatic weapon, meaning that the canisters slam into enemy lines in a constant mass. Naturally, being Ork technology, this loadout doesn't come without its risks. Many rockets veer off course, hitting friendly avancing forces, while others fail to fire at all. The biggest risk is the rack of rockets detonating as the primer is ignited - an extremely entertaining sight for any Ork that isn't within 100 metres of the buggy in question. However, despite its flaws, biggest being the driver firing off his rockets in one very trigger happy volley - swiftly leaving him without ammunition - the Rokkit Buggy is an Ork vehicle to be feared. Fast, agile (for Ork standards at least), and packing a awesome punch, it is a fool indeed who stays within a Rokkit Buggy's rusty rangefinders for more than a few seconds - the responding barrage is enough to flatten the toughest of fortifications or the strongest of mobile armour.
Regular - St - 6 Ap - 4 Assault 1, pinning
Big Barrage - St - 8 Ap - 3 Heavy 1, Ordnance, Pinning, Blast
Special rules
Rokkits.... AWAY! - Each rocket barrage has a varied level of canisters launched. Before the Rokkit Rack is fired, roll a D6. On a 1, an early primer trigger has occurred. The buggy is sent skywards in a roiling explosion of oil and flying Rokkit canisters. Treat the buggy as though it has suffered a "destroyed" result on the vehicle damage table, except the explosion range is 3d6. On a 2, the rockets have gone out of control - your opponent may re roll the scatter dice if he wishes, with the second result applying, or pick another target within 3d6 if it's a standard barrage. Regardless of the result, add on the number rolled to the number of rockets fired this turn... even if the buggy exploded.
Big Barrage - Most Mekboys fit a fast trigger that can prime all the rokkits at once. If the player chooses to use the Big Barrage, follow the rules above, using the "Big Barrage" profile above too. After this volley, the driver has exhausted his ammo supply - the rokkit rack cannot be fired for the rest of the game.
Options:
Two Twinlinked sponson mounted Autocannons....10pts each
Two Sponson mounted Assault Cannons....10pts
Hunter Killer Missle........10pts
Extra Armour.......15pts
Fenrisan Sky Ripper Launcher uses the following profile:
Frag: Range 48 S4 AP6 Type Heavy 4,Blast
Krak: Range 48 S8 AP3 Type Heavy 4
Flakk: Range 48 S7 AP4 Type Heavy 4,Skyfire
summary it's a Long Fangs unit in one tank! well minus one more missile ^^;
I do like the random element of the rokkit buggy. If you're lucky (and if you read the rules carefully), you can send anywhere from 2 to 7 shots or small blasts in the vague, general direction (or not even that ) of the enemy. If I played against an ork player, I would even encourage them to use these things simply for its orky goodness.
It's generally bad.
Armour is unreasonably high for a Rhino-based vehicle, and too low for a LR-based. No HP.
Sponson Autocannons and Assault Cannons does not exist because there is no STC of them. Duct-taping them on tank them is considered a tech-heresy and treated appropriately. Not even the Space Wolves have the balls to mess with AdMech.
And as you mentioned, it is just a Long Fang Squad in AV14 shell. Which means this thing have not it's own role on the battlefield - fangs could do it's job, and couldn't be meltagunned down by deppstriking Dread/Raptors/Crisises/Corsairs on turn two.
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.
Based on the Hellcat Tank Destroyer used during WWII by the Allies. It was one of mine favorite tanks and I wanted to make an IG version
You know how the open topped tanks with the chimera chassis all have names of mythological type creatures? With your name in mind, you should call it...
Ravening Sky Eater Cost: 95 pts BS4 F12 S12 R10 HP3 Unit Type (Tank)
Wargear: Smoke Launchers Search Lights Two Skyhowl Missile Batteries: Range: 48", Flakk (S7 AP4) and Krak (S8 AP3) Missiles, Heavy 2. Flakk Missiles have skyfire.
Options: - May replace one Skyhowl Missile Battery with Quad Gun for 15 pts - May purchase Fire Controller (allows model to shoot at two separate targets) for 20 pts
The development of the Ravening Sky Eater occurred during the long bloody campaign on Luria XII in M37. The Great Companies of Jarl Joran Iron Wolf and Jarl Renault of the Ravening Jaw were engaged with combined forces of the Company of Misery and Iron Warriors, who had called upon innumerable Heldrakes to block out the skies and keep the Space Wolves pinned down. Renault, frustrated at the pace at which they destroyed the fell flying devices, approached Joran, and suggested that the many Iron Priests of Joran's Iron Wolf company be given the task of creating a more effective platform from which to destroy the beasts. The initial results were somewhat sloppy and jury-rigged, but promising nonetheless. Having initially modified Whirlwind tanks to fire Flakk missiles in addition to their normal armament, the tide turned quickly as Helldrakes fell from the sky, and the Space Wolves reasserted dominance over the planet.
After the success of the campaign, Joran worked with his Iron Priests to develop a true new tank variant, and chose to name it after Renault's company, which had pitched the idea in the first place. Choosing anti-air and anti-tank power over the anti-infantry power of the whirlwind, and armor over transport capacity, the new tank sported a specially altered Hyperios missile battery which Joran christened the Skyhowler.
In addition, sometimes a Long Fangs squad leader will find himself the last survivor of his pack. While many choose the life of the Lone Wolf if they aren't chosen for the Wolf Guard, a select few have gifted their time and skills as commanders of these tanks. Able to coordinate the crew inside, this squad leader enables the tank to bring it's two skyhowler batteries to bear against different targets. The most famous example of this was Lief "Drakebane" Draegor, who shot down no fewer than 6 Heldrakes in a days long battle on Civrios VI, securing a spaceport and turning the tide against the chaotic invaders.
Ad, it is just a Long Fang Squad in AV14 shellnd as you mentione. Which means this thing have not it's own role on the battlefield - fangs could do it's job, and couldn't be meltagunned down by deppstriking Dread/Raptors/Crisises/Corsairs on turn two.
To be fair, the same thing could likely be said about the Stalker or Hunter tanks that are coming out in comparison to flakk devastators. To a certain extent at least.
Get a copy of IA2 and look at Rhino internal structure. There is no way you can fit a nose ramp into it. Its would be easier to just cut off the roof and make it open-topped, but techmarines would kill anyone who would dare for such a blasphemy.
I'm a little confused. When you say nose ramp you mean an assault ramp like on the Land Raiders, right? I was looking at IA2, and while the inside of the rhino seems a tad cramped, the assault ramp on the land raider and the back hatch on the rhino (which already looks a little bit like an assault ramp) are pretty close in size. Maybe the assault ramp is like half a meter wider, but not by much. Based upon the top down diagram from IA2, it looks like 3 marines could exit a rhino at once from the back, and I imagine it's similar with the assault ramp. Also the rules specify that marines can assault from any exit on a land raider, not just the front, so a marine bottleneck is not the problem. Hmm.
Maybe I'm missing something, but the assault ramp doesn't look like it requires a ton of room to operate with, or anything super special. It frankly looks like a slightly modified back rhino hatch.
>To be fair, the same thing could likely be said about the Stalker or Hunter tanks that are coming out in comparison to flakk devastators No. Because flakk devastator niche is to be versatile but expensive, while AA tanks would certainly be cheap but only useful against aircraft and skimmers.
>I'm a little confused. Assault ramp = forward ramp. It's not about ramp construction, but about it's position.
Take a tank or vehicle from any codex with any load out. All special rules still apply. Weapon range reduced by 25%. Av -1 on all sides. Same point cost. BS = 2. HP = -1
Mezmerro wrote: >To be fair, the same thing could likely be said about the Stalker or Hunter tanks that are coming out in comparison to flakk devastators
No. Because flakk devastator niche is to be versatile but expensive, while AA tanks would certainly be cheap but only useful against aircraft and skimmers.
>I'm a little confused.
Assault ramp = forward ramp. It's not about ramp construction, but about it's position.
On the role thing, mainly I was talking about the ability to be melta-gunned down quickly, and that Devs could do their job. A stalker or hunter is as susceptible to melta as the Sky Devouring Wolf concept, moreso actually because it's only AV12. The price difference between Devs and the Stalker/Hunter is pretty major though, I'll agree there.
That being said, for the Sky Devouring wolf concept, a tank with AA capability would go beyond the normal role of Long Fangs, seeing as SW have no AA capability right now. There are problems with the sky devouring wolf concept as it stands, but I think it could be salvaged, it just needs to be more focused on the "anti-air" aspect versus being good against everything.
As for the ramp position, sure an assault ramp ideally is on the front, but there's no reason you hypothetically couldn't mount one on the back of a vehicle that is capable of fitting it, move it across the battlefield, pivot, and then unload. Heck, it would make for interesting balance gameplay wise. You'd have to pay more for the assault ramp in the first place, and then choose between keeping front armor facing the enemy and forcing your marines to charge the extra few inches from the back of the rhino, or pivoting and giving your marines a couple inches shorter of a charge, but at the cost of exposing the rear AV10 of a more expensive than normal rhino.
Broly33 wrote: I think that rokkit rack needs some buffs. Normal rokkits are stronger so why shouldn't those be stronger?
I thought about this when after I wrote that piece up. Before it was St 8 Ap 3 for the normal and St 9 Ap 2 for the big barrage. But I swiftly edited that after realising that 7 St 9 Ap 2 blasts might enduce violent bouts of ragequit from my opponent
KommisarKiln - Thank you for the positive feedback! And isn't Orky randomness always welcome?
DogofWar1 wrote: As for the ramp position, sure an assault ramp ideally is on the front, but there's no reason you hypothetically couldn't mount one on the back of a vehicle that is capable of fitting it, move it across the battlefield, pivot, and then unload. Heck, it would make for interesting balance gameplay wise. You'd have to pay more for the assault ramp in the first place, and then choose between keeping front armor facing the enemy and forcing your marines to charge the extra few inches from the back of the rhino, or pivoting and giving your marines a couple inches shorter of a charge, but at the cost of exposing the rear AV10 of a more expensive than normal rhino.
You still dont get it. Assault ramp doesn't have some special construction that differs it from Rhino rear ramp. It is assault only because it is forward - disembarking troops can keep vehicle momentum and use it to move further (i.e. assault move). Sure, fluff wise backward moving Rhino (or pretty much any other transport) can do this too, but fluff≠crunch and for a reason. We don't want Rhinorush back.
DogofWar1 wrote: As for the ramp position, sure an assault ramp ideally is on the front, but there's no reason you hypothetically couldn't mount one on the back of a vehicle that is capable of fitting it, move it across the battlefield, pivot, and then unload. Heck, it would make for interesting balance gameplay wise. You'd have to pay more for the assault ramp in the first place, and then choose between keeping front armor facing the enemy and forcing your marines to charge the extra few inches from the back of the rhino, or pivoting and giving your marines a couple inches shorter of a charge, but at the cost of exposing the rear AV10 of a more expensive than normal rhino.
You still dont get it. Assault ramp doesn't have some special construction that differs it from Rhino rear ramp. It is assault only because it is forward - disembarking troops can keep vehicle momentum and use it to move further (i.e. assault move). Sure, fluff wise backward moving Rhino (or pretty much any other transport) can do this too, but fluff≠crunch and for a reason. We don't want Rhinorush back.
What Mezmerro said is correct. Assault ramps aren't specially constructed (I don't think there's anything you can do to a ramp to make it more assaulty, apart from size), it's the positioning of the ramp that counts. Look at all the vehicles in the game that are "assault transports" - it's all because they have front mounted ramps (I'm thinking Land Raider, Stormraven etc.).
DogofWar1 wrote: As for the ramp position, sure an assault ramp ideally is on the front, but there's no reason you hypothetically couldn't mount one on the back of a vehicle that is capable of fitting it, move it across the battlefield, pivot, and then unload. Heck, it would make for interesting balance gameplay wise. You'd have to pay more for the assault ramp in the first place, and then choose between keeping front armor facing the enemy and forcing your marines to charge the extra few inches from the back of the rhino, or pivoting and giving your marines a couple inches shorter of a charge, but at the cost of exposing the rear AV10 of a more expensive than normal rhino.
You still dont get it. Assault ramp doesn't have some special construction that differs it from Rhino rear ramp. It is assault only because it is forward - disembarking troops can keep vehicle momentum and use it to move further (i.e. assault move). Sure, fluff wise backward moving Rhino (or pretty much any other transport) can do this too, but fluff≠crunch and for a reason. We don't want Rhinorush back.
I might agree on getting an all new vehicle with a forward facing assault ramp that sits somewhere between a rhino and a land raider (the Tempest concept I put above was meant to be that), but I will dissent, at least in part, on the idea that allowing assaults from a rhino, even at the cost of an upgrade, would be a bad idea.
Assault is weaker in this edition, but it's not so much the units being weaker IN assaults, so much as it is units being unable to get to assaults and having fewer model when they get there due to getting shot up from increased AP2 and AP3 weapons or pure volume of fire that didn't exist in previous editions. You can't charge from rhinos or drop pods. The cheapest thing you can assault from is a 200 point stormraven, which is a poor transport because it has to come in from reserves, which means the cheapest realistic assault transport is a Land Raider, at 250 points. So either you have to open yourself up for a full turn to shooting, or pay a huge premium to get that assault.
It's really quite limiting, and considering that drop pods are immobile, and rhinos are comparatively slow and fairly fragile, I think something has to be done concerning SM transports. The quickest solution is to add an option to rhinos allowing them to purchase an assault ramp in the rear for X points, and, like so many other things in 40K, the whole momentum coming out of the transport thing can be handwaved. That might not be the best solution, but it is a solution, and if costed appropriately, it could keep the game well balanced.
Long story short, there's no real problem with bringing rhino rush back, so long as it's costed appropriately. Even if brought back, the increase of high strength weapons would make it far less effective than it was in the past, since fewer rhinos than in the past would make it across the field.
What Mezmerro said is correct. Assault ramps aren't specially constructed (I don't think there's anything you can do to a ramp to make it more assaulty, apart from size), it's the positioning of the ramp that counts. Look at all the vehicles in the game that are "assault transports" - it's all because they have front mounted ramps (I'm thinking Land Raider, Stormraven etc.).
sorry but I think it's back to the drawing board!
But then there's nothing really different from a rhino moving backwards. The door is still a bottleneck on both vehicles, so really the only difference is position, which could be dealt with via a special rule about requiring a rhino's rear to be facing an enemy before a unit inside is allowed to charge.
Also, it's worth mentioning that units can assault from any exit on the land raider, not just the front, which kind of invalidates the idea that an assault vehicle's assault status is all in the ramp, but that's getting a little too deep.
I understand why you weren't allowed to assault from rhinos in the past. Even though applying real world concepts it didn't make sense it made sense from a rules and balance perspective. The thing is, that balance has shifted and thus the rules need to as well.
Thus, I resubmit the Tempest concept then.
Cost: 80 pts
BS4 F12 S12 R11 HP3
Wargear:
Smoke Launchers
Searchlight
Heavy Bolter sponsons
Unit Type (Tank, Transport)
Assault Vehicle (ramp on front)
Transport Capacity: 10 models
Option
- heavy bolter sponsons may be replaced with heavy flamers (+10 pts), multi-meltas (+10 pts), hurricane bolters (+15 pts) or, if transport capacity is reduced to 8, lascannon sponsons (+30 pts)
Cost breakdown would be something like:
10 model transport at AV11/11/10 with 3HP: 35 pts
Add +1 armor all sides: 20 pts
Add heavy bolter sponsons: 10 pts
Add assault ramp: 15 pts
Total: 80 pts
Land Raider Breacher- 260 points, dedicated transport for terminators
bs4, av14 all around 4 hull points, tank.
no weapons except for pintle mounted weapons on the top (storm bolter, meltagun, HK missile)
transport capacity: 20
frag assault launcher
ceramite plating
5+ inv save on front armor
The Land Raider Breacher is developed for the 1st companies of most marine armies. It is tailor built to deliver hard hitting terminators right into the most uncomfortable areas of an opponents forces.
DogofWar1 - your argument on the Land Raider side doors is true, but the rear ramp thing....
think of it this way. If you wanted to make a rear assault ramp, you would have to increase the armour plating on the back, thus meaning (unless it's a Land Raider) removing armour plates from the front (or fitting a bigger engine to deal with the extra weight). If you don't increase the armour on the back, then it makes the vehicle drastically vulnerable (an idea that even the astartes don't particularly fancy ), and it is more than likely to be destroyed too quickly in the field.
However, your redesign of the vehicle fits it well. I think the Tech Adepts could easily make a re-model of the rhino with a front mounted door - well done on that rule set!
However, fluff wise at least, if the Space Marines needed an assault transport, I think they will still pick a Land Raider or Stormraven over this rhino variant. The Rhino is designed to safely transport troops across the field efficiently - not to assist in a direct action assault effort.
Two Covering Burst Cannons: Burst cannons developed specifically to defend against assaulting troops.
Covering Burst cannons can only fire overwatch.
Multi-Spectrum Feed: A specialized blacksun filter designed for the Anglerfish, the MSF lights up distant targets for troops on foot, allowing them to target otherwise invisible foes with unerring precision.
Units within 12" of the Anglerfish gain the Night Fighting special rule. I was going to include the Counterfire defence system as a buff, but figured this would probably be OP.
Target Assignment Unit The TAU was developed for the Anglerfish to provide better support for the Tau army globally. The TAU consists of several markerlights, which are configured to assign Target Priority missions to other troops. In this way, the Anglerfish can allow other units to eliminate key threats, to both the Anglerfish and more often the greater objective, in methodical order.
The TAU automatically assigns three markerlight hits to up to three units in range at the start of the shooting phase, chosen by the Anglerfish's controller. These hits are assigned automatically - there is no need to roll to hit.
For all other purposes, the TAU counts as three separate markerlights, though when used count as one weapon. Each weapon destroyed result inflicted on the TAU reduces the amount of markerlight hits per phase by 1.
The Anglerfish may take any upgrade options from the Vehicle Support systems.
Fluff The Anglerfish was developed by the Earth caste, modifying the existing Skyray to accommodate an array of support features. The Anglerfish was introduced to remove some of the pressure from both Tau commanders and from the Shas'Ui leading squads. While the Anglerfish does not completely overtake these roles, it does provide a valuable asset to the Tau, and can potentially carry a Tau army in a Mont'Ka action forward should the Shas'O leading the assault fall.
Creation NotesOne of the most common complaints I've found about the Tau, both in the current codex and in the pre-6th codex, was that the Tau army lacked synergy in what was meant to be one of the most reliant on combined forces. While this has been mitigated greatly in the new codex, a lot of the support elements were still completely efficient when operating alone. I wanted to bring something that would not only be able to support other units, but also be completely reliant on them to protect it. In this way, The Tau have a unit that forces synergy. I considered adding both Pulse Accelerator arrays and Counterfire Defense Systems as larger global buffs, but thought this would be potentially too OP. I didn't want it to take up a valuable Elite or Heavy slot, but similarly knew it would be too powerful if left off the chart altogether. Making it a dedicated transport, despite lacking transport capacity, would encourage players to take it to support foot warriors, as intended.
Updates include a price increase, lower armour values, a move to Heavy support and an allowance drop to 0-1, as well as a lower amount of markerlight hits per phase. It was pointed out that it was essentially an extra free ten man pathfinder squad, but in a far more durable shell. The Anglerfish was nerfed in order to make other options more viable in comparison.
The second phase of balancing brought an allowance increase, as well as a slight points reduction. This means that attempting to min-max Anglerfish would result in diminished anti-flyer and vehicle capability, as staple options for dealing with them, such as broadsides or skyrays, would be competing with the Anglerfish.
Wargear: Heavy D-Cannon
Twin-linked Shuriken Catapults
Options: Exchange twin-linked Shuriken Catapults for a single Shuriken Cannon - 10 points
May take any of the items from the Eldar Vehicle Equipment for points cost in Codex
Heavy D-Cannon Normal fire mode and Warp Rift respectively:
'Focussed' Range: 24"; Strength: 10, AP: 2; Heavy 1; Large Blast, Barrage, Distort
Dispersed Range: Template; Strength: 4, AP: 2, Heavy 1; Torrent, Distort
@liquidjoshi
5 markerlight hits is an equivalent of 10 pathfinder unit except it can spread hits on the different targets. Now mounted on AV13 Sv4+/3+ vehicle, that give night fight, overwatches on BS2 and does not take FA slot at only 15..55 points over 10 pathfinder squad. It tastes like cheddar.
Not sure if broken but certainly too powerful and would be considered autotake by anyone sane.
But has no offensive capabilities of it's own.But fair enough, was thinking it looked a bit cheap. Updated to include nerfs, which are now detailed in the designer notes.
liquidjoshi wrote: But has no offensive capabilities of it's own.But fair enough, was thinking it looked a bit cheap. Updated to include nerfs, which are now detailed in the designer notes.
May replace either of its 2 storm bolters with a heavy flamer for 5 points, or a meltagun for 10 points.
May take extra armor for 5 points.
Special rules:
Fire platform-While carrying the Centaurian Fire Platform, this dreadnought may not use its DCCW in combat nor shoot its underslung weapons. It also gains a 5+ invunerable save (yes, its carrying the platform over its head). All embarked Devestator Centaurians may fire from the platform as though it were open topped. If the dreadnought runs, the devestator centaurians must fire with snap shots.
When the embarked models disembark from the platform, the dreadnought sets the platform down to its front or side arcs and they disembark up to 3" away in any direction or can remain standing on the platform. If they do so they can be shot at as normal but count as standing in area terrain that also conveys a 5+ invunerable save.
If the passangers are dissembarked, the dreadnought looses the 5+ invunerable, but regains the use of his DCCW and underslung weapons.
The platform cannot be reussed during the course of this battle.
This CPDW looks like great idea!.
Here's mine:
Nightmare
Dark eldar created this as ultimate "heavy" tank destroyer.
Fast vehicle
BS/F/S/R
4/12/12/11 3HP
Special Rules: Night vision, Targeting matrix
Targeting Matrix: Nightmare may fire all weapons with skyfire USR but if that happens it can fire only single weapon next turn as matrix has to recalibrate.
Wargear:Void blaster 2 sponson mounted desintegrators.
Void Blaster S9 AP2 Heavy 3 Lance
May replace desintegrators sponsons with Black lances(10pts) or void lances(20pts
May take fliecker field and nightshield for 10 points each.
It probbably sucks but hey!
Dunno for point cos. 205?
Something Orky that would make a lightly better MBT than the kilcannon battlewagon
'Eavy Crawla
During the cleansing of the Ligdowne system, baneblades and leman russ divisions had been deployed to crush the growing Ork Waaagh! that infected the planets, and used with great effectiveness against the Ork hordes, who could not destroy the massive vehicles with the weapons at hand. With his Waaagh! nearly destroyed, a desperate Warboss Razblood had gathered all his remaining mek boyz to build the stompas needed to fight back against the armored divisions of the Imperial Guards. A stray group of meks, however, was sent to stall for time. But with much of the stray gubbins and metal taken to build stompas, these stray meks could only use what they had at hand. They took a broken down Leman russ, added another cannon, stripped down it's armor for ammo, and replaced it's engine with a bigger one. What they made was a battle tank that outmaneuvered the hulking baneblades, immobilizing them and slowing the entire division to a crawl, giving enough time for the first stompas to be rolled out and crush the Imperial Guard's spearhead. This new, faster tank impressed many Orks in the sector, and soon several variations of it was soon to follow, with bigger cannons and faster engines that could satisfy any Mek.
Points 110
BS 2 13/11/10 HP 3 open topped
Armaments: Two Blastacannons
'Eavy Crawler be taken in the Ork Codex Heavy Support in squadrons of 1 to 3
Linked System: The 'Eavy Crawla's twin cannons have been designed to move as two separate weapons but fire at the same time, even at high speeds. Both Blastacannons may always fire and at full BS, even if they moved at combat or cruising speed (but not Flat Out) or when firing an ordnance weapon. This does not apply to any weapon damage or other rules that would force the weapon to not fire or fire snapshots (such as weapon destroyed or stunned).
Blastacannon: A large cannon made for delivering powerful shells at long ranges. When firing the Blastacannon, pick one of the profiles below;
Clunk Clunk: The Hull Breacha shells are special made from various Meks, and are both experimental and unreliable (even for Orks). If a 1 is rolled for its To Hit roll, the blastacannon cannot be fired for the next turn as the jammed shell is fished out.
'Eavy Crawla may take the following:
'ard case............+5 points
Deff Rolla..........+20 points
red paint job......+5 points
grot riggers........+5 points
armour plates....+5 points
wreckin' ball.......+10 points
reinforced ram...+5 points
May take a single front mounted big gun:
Kannon....+10 points
Lobba......+15 points
Zzap gun..+15 points
May take up to two of the following for the turret:
Twinlinked shootas..+5 points
Big shootas.............+5 points
Rokkit Lunchas........+10 points
In an ideal world, that would be perfect. But given the ridiculous firepower that other armies get to play with (S10 AP1 long range pie plates anyone?), those guns need to be way better IMO
Ork Kustom Vekill - Destroya Dredd
Sick of seeing his Deff Dreads crumble away before they could reach the enemy lines, Big Mek Oddgob got the bright idea of kustomizin' his force field tech to help the dreads do their job
The result was da Destroya Dredd, a walker that can shrug off all but the heaviest firepower. For reasons not yet known, Mekboyz on planets across the galaxy were soon building the same thing, and soon Destroya Dredds strode across the battlefields of a thousand worlds
Destroya Dredd
~Any Ork army that contains a Big Mek can upgrade any number of Deff Dredds to Destroya Dredds for 20pts per model
~Destroya Dredds count their armour as AV 14 against shooting attacks from the front arc, and likewise recieve the Shrouded USR against these attacks
~Shrouded also effects any unit that is shot at through the front arc of the Destroya Dredd
@Dakkamite: Since when did game design stop being made on the assumption of a ideal world? An OP unit does not justify more OP units, codex creep does not justify greater creep.
Like Luke_Prowler said, there is absolutely no reason to try to combat cheese with cheese. Make your vehicles as if they'd be for fluffier armies, not tourneys.
An experimental machine, designed by techpriests on the Eastern Fringe with the help of newly dug up STC designs, the Mammoth is an advanced heavy tank far more complexed than the Leman Russes or Baneblade tanks that generally make up a mechanised force. As such, the Mammoth is only supplied to the most elite regiments on the Eastern Fringe who have tank crews willing to commandeer the new tank breed. The Mammoth gets its drive from 2 engines sending power to 4 different track sets. Each pair of track sets are articulate, acting as though the tank itself is two seperate pieces joined together, allowing this vehicle to be far more manueverable than its size and weight suggests. Indeed, the Mammoth can send entire divisions of infantry scattering for cover and crush light vehicles simply by trundling towards them. The chassis is raised above the ground too, allowing the Mammoth to cross difficult terrain that would immobilise other heavy vehicles. On top of this rugged chassis lies a pair of either Battle Cannons or the much less common Vanquisher Cannon. These are often referred as the "Tusks of the Mammoth", as they provide devastating fire support to lighter, advancing vehicles. Currently the Mammoth has been dispatched to fight the advancing hive fleets on the Eastern Fringe. There, the Mammoth can overcome the barren terrain that defines a Tyranid invasion on planets, bio weaponry pinging off it's thick armour as it blasts hordes of organisms and gargantuan biomorphs to oblivion.
Type - Tank, Heavy
Armour - 14 - 13 - 12
HP - 4
Wargear - Twin linked Battle Cannon, Heavy Bolter, Smoke Launchers, Extra Armour
Options - The Mammoth may swap its Battle Cannon for a twin linked Vanquisher Cannon with Beasthunter Shells for an additional 10 points. The Mammoth may also purchase additional equipment from the Imperial Guard Armoury.
Special rules - Stalwart Machine, Lumbering Behemouth, Refractive Armour
Stalwart Machine - The size and power to weight ratio of the Mammoth makes it a truly terrifying tank to behold, able to smash through terrain and enemies without breaking its stride. The Mammoth tank ignores all difficult terrain, but still must take a dangerous terrain test in dangerous terrain. Should this vehicle tank shock non vehicle models, all models testing -1 from their leadership value. Models opting to perform death or glory must resolve their attack against the side armour of the Mammoth. Against vehicle units, add +2 to the ram damage result, and -1 from the damage resolved against it.
Refractive Armour - The outermost plating of a Mammoth tank is created using a diamond hard material found only on the Eastern Fringe, allowing extra protection against a high penetration shot. Once per game, the player controlling the Mammoth may force his opponent to re roll an armour penetration roll against the tank.
Haven't tried this one yet because I haven't made the model, but feel free to use it!
*Warp Jump Portal: In the movement phase, after the Mantis has moved, provided it has moved no more than 6", the controlling player may elect to activate the Warp Jump Portal. If he does so, the Mantis counts as an Assault Vehicle for that turn, but may not fire any of it's weapons.
Upgrades: Has the same upgrades as a Wave Serpent (but obviously can't take an underslung ShuriCannon)
---------------------
Yeah, Eldar could do with an Assault Vehicle and it makes sense that, with the Eldar's technology, they wouldn't need an open-topped transport to achieve this.
*Warp Jump Portal: In the movement phase, after the Mantis has moved, provided it has moved no more than 6", the controlling player may elect to activate the Warp Jump Portal. If he does so, the Mantis counts as an Assault Vehicle for that turn, but may not fire any of it's weapons.
Upgrades: Has the same upgrades as a Wave Serpent (but obviously can't take an underslung ShuriCannon)
---------------------
Yeah, Eldar could do with an Assault Vehicle and it makes sense that, with the Eldar's technology, they wouldn't need an open-topped transport to achieve this.
Pretty good. While it's good stats makes it better than most assault vehicles (perhaps second to the battlewagon), it's still expensive enough that they'll eat a chunk of points if someone takes them en mass. Would it be a fast attack choice or a dedicated vehicle?
An experimental machine, designed by techpriests on the Eastern Fringe with the help of newly dug up STC designs, the Mammoth is an advanced heavy tank far more complexed than the Leman Russes or Baneblade tanks that generally make up a mechanised force. As such, the Mammoth is only supplied to the most elite regiments on the Eastern Fringe who have tank crews willing to commandeer the new tank breed. The Mammoth gets its drive from 2 engines sending power to 4 different track sets. Each pair of track sets are articulate, acting as though the tank itself is two seperate pieces joined together, allowing this vehicle to be far more manueverable than its size and weight suggests. Indeed, the Mammoth can send entire divisions of infantry scattering for cover and crush light vehicles simply by trundling towards them. The chassis is raised above the ground too, allowing the Mammoth to cross difficult terrain that would immobilise other heavy vehicles. On top of this rugged chassis lies a pair of either Battle Cannons or the much less common Vanquisher Cannon. These are often referred as the "Tusks of the Mammoth", as they provide devastating fire support to lighter, advancing vehicles. Currently the Mammoth has been dispatched to fight the advancing hive fleets on the Eastern Fringe. There, the Mammoth can overcome the barren terrain that defines a Tyranid invasion on planets, bio weaponry pinging off it's thick armour as it blasts hordes of organisms and gargantuan biomorphs to oblivion.
Type - Tank, Heavy
Armour - 14 - 13 - 12
HP - 4
Wargear - Twin linked Battle Cannon, Heavy Bolter, Smoke Launchers, Extra Armour
Options - The Mammoth may swap its Battle Cannon for a twin linked Vanquisher Cannon for an additional 10 points. The Mammoth may also purchase additional equipment from the Imperial Guard Armoury.
Special rules - Stalwart Machine, Lumbering Behemouth, Refractive Armour
Stalwart Machine - The size and power to weight ratio of the Mammoth makes it a truly terrifying tank to behold, able to smash through terrain and enemies without breaking its stride. The Mammoth tank ignores all difficult terrain, but still must take a dangerous terrain test in dangerous terrain. Should this vehicle tank shock non vehicle models, all models testing -1 from their leadership value. Models opting to perform death or glory must resolve their attack against the side armour of the Mammouth. Against vehicle units, add +2 to the ram damage result, and -1 from the damage resolved against it.
Refractive Armour - The outermost plating of a Mammoth tank is created using a diamond hard material found only on the Eastern Fringe, allowing extra protection against a high penetration shot. Once per game, the player controlling the Mammoth may force his opponent to re roll an armour penetration roll against the tank.
Haven't tried this one yet because I haven't made the model, but feel free to use it!
Don't be silly, Mammoth tanks can be upgraded will railguns.
You may wish to use the special shells from the ABG for this to be all that worthy of it's pricetag.
Mal’akh Assault Transport 100pts Limited numbers of the Valkyrie Assault Carriers are made available for use by the Adepta Sororitas providing the ability to insert Sisters were they are most needed, rapidly and with precession. The Sisterhood does not train many pilots and those that do get to fly the formidable Mal’akh relish their opportunities. The Sororitas are careful not to flaunt their aerial transport capabilities to avoid even further friction with the Navy, elements of which still protest the Sisterhood having access to their own (limited capability) void capable ships.
Composition: 1 Mal’akh
Unit Type: Flyer
BS 4
Armour: F: 12, S: 12, R: 10, HP: 3
Access Points: 1 each side, 1 rear
Fire Points: none
Transport: 12 infantry
Wargear: Multi-laser, Extra armour, Searchlight,
Special Rules: Scout, Hover, Shield of Faith,
Options:
May take any of the following:
Hunter-Killer missile 10pts
True Silver Armour 10pts
May replace Multi-laser with lascannon 15pts
May add two Multi Rocket Pods 40pts
May add two sponsons armed with Heavy Flamers 20pts
1d4chan wrote:Illum Shells (all LR's with shell cannons): Big blast searchlights. Not really worth it, considering you have searchlights on Chimeras and Hellhounds, and that you need to sacrifice firing the main gun shooting in order to use this shells.
Augur Shells (LR Conqueror): Entropic Touch! Woo! Kinda... nah, it's far worse. Works only on pen/glance rather than hit, and gun itself is just an S8, so it can't be used to drop AV14 down. Well, against AV12 it's good, especially considering Conqueror's in-built co-axial storm bolter. Though there's plenty of other things that can pop AV12
Infernus Shells (LR Battle Tank): Big blast of heavy flamer hits. Make those Hellhounds cry in tears of jealousy, where is your cover save god now?
Beast Hunter Shells (LR Vanquisher): Instant. fething. Death. Known to feth Tyranid and Daemon armies (even more). Bonus points for one-shoting Mephiston, Dreadknights, Riptides, Skarbrand, or the Swarmlord.
Co-axial Heavy Stubber (LR Vanquisher): Coaxial bonuses are great. Take it! There is also a stormbolter variant, but with higher price, lower range and fewer shots you need to be a lobotomized idiot to prefer it over stubber.
There's also one for Vanquisher shells that gives them a small blast.
Options:
Two Twinlinked sponson mounted Autocannons....10pts each
Two Sponson mounted Assault Cannons....10pts
Hunter Killer Missle........10pts
Extra Armour.......15pts
Fenrisan Sky Ripper Launcher uses the following profile:
Frag: Range 48 S4 AP6 Type Heavy 4,Blast
Krak: Range 48 S8 AP3 Type Heavy 4
Flakk: Range 48 S7 AP4 Type Heavy 4,Skyfire
summary it's a Long Fangs unit in one tank! well minus one more missile ^^;
Wargear:
Wolflights: Shines a light in the shape of a wolf, ignoring night fighting on targeted unit.
Smoke Wolves: A pack of smoke wolves surrounds the vehicle for a turn, making it extra wolfy and allowing a 5+ cover save.
Fenrisan Sky Ripper Wolf Launcher: See wolf rules below.
Options:
Two Wolf-linked, sponson mounted, Wolfcannons....15pts each: Fires standard wolves equipped with crash helmets at the enemy (S7 AP4 Rapid Fire). Upon a successful wound, roll a D6. On a roll of a 5+, the wolf's crash helmet does its job and the wolf survives to assault the enemy. Place a Fenrisian wolf model in front of the target unit, this wolf may assault in the same turn it arrives. Only one wolf may be spawned per shooting phase.
Two Sponson mounted Assault Wolves....10pts: If the vehicle is within 6" of an enemy unit at the end of the controlling player's movement phase, wolves emerge from the pack of wolves that cover the vehicle to assault the closest enemy unit, doing D6 S4 AP- hits.
Hunter Killer Wolf........10pts: Fires a wolf that seeks out the closest vehicle and chomps into it's metal hull before exploding. (S10, AP1 One Use)
Extra Wolves.......15pts: When purchasing the "Extra Wolves" upgrade, increase the number of hull points by 2 to represent the extra wolves covering the tank.
Fenrisan Sky Ripper Wolf Launcher uses the following profile:
Frag Wolfs: Range 48 S4 AP6 Type Heavy 4,Blast: Launches a wolf that explodes upon impact, letting out a fearsome howl that damages enemies under the blast template.
Krak Wolfs: Range 48 S8 AP3 Type Heavy 4: Launches a wolf with a spiked muzzle that penetrates enemy armor before exploding.
Flakk Wolfs: Range 48 S7 AP4 Type Heavy 4,Skyfire: Lanches a wolf with a kite strapped to it's back to bite enemy air craft before falling to the ground and going to sleep.
Summary: This is the wolfiest vehicle in the Imperium of Man, the pride of many Great Companies and of Fenris itself. The Iron Priests have certainly out-wolfed themselves and the Wolves of Fenris.
*Warp Jump Portal: In the movement phase, after the Mantis has moved, provided it has moved no more than 6", the controlling player may elect to activate the Warp Jump Portal. If he does so, the Mantis counts as an Assault Vehicle for that turn, but may not fire any of it's weapons.
Upgrades: Has the same upgrades as a Wave Serpent (but obviously can't take an underslung ShuriCannon)
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Yeah, Eldar could do with an Assault Vehicle and it makes sense that, with the Eldar's technology, they wouldn't need an open-topped transport to achieve this.
As an Eldar player, I would love a couple of these for my banshees/scorpions. I take it they would be a designated transport? Or maybe a fast attack choice?
If they were FA, I would like to see them as a 0-3 squadron choice per FA slot (but maybe limited to one slot per detachment).
What happens when an Ork Mek stumbles across the fabrication array for Tau Sky-Rays and Smart Missile systems? Well, normally a big explosion, but when Grotscrup the Blue hit his head while playing arround with an armed warhead, he suddenly had a brilliant idea.
When Waghboss Boan-hed came searching for his Big Mek, cause his Bike had been shot to shreds, he was greeted by explosions and the screams of exploding orks.
At the center of the destruction was what could only be described as a burning ball of rockets, guns, and screaming grot riggers.
150 Points
Bs: 2
AV: 13/12/12
Hp: 3
Unittype: Tank
Wargear: ALL THE DAKKA
Rules:
ALL THE DAKKA In every of his shooting phase's after the first one the controlling player of "The Dakka" has to roll 2D6 and consult the following table (this counts as a shooting atack):
2 Reloading: Nothing happens
3-4 Squig Salvo: The controlling player chooses 3 modells in 48" range, which each receive one (1) S6,DS- hits, when there are no enemy modells in range nothing happens.
5-8 Dakkadakkadakka: Every enemy modell in 6D6" receives one automatic S2DS- hit (ignore line of sight, the mek isn't aiming aniway.)
9-11 Shiny Buttonz: EVERY modell in 6D6" is hit by a single automatic S2DS- hit (ignore line of sight).
12 Orkpocalypse: Every modell in 36" receives a single automatic S4AP5 hit (including flyers, ignore line of sight), afterwards roll a D6, on a 1-3 "The Dakka" explodes as described in the vehicle rules, 4-6 The Dakka suffers from the immobilized result and may not role on the "ALL THE DAKKA" table again.
Lot's o' Dakka: Whenever 'The Dakka' receives a 'weapon destroyed' result, instead remove another hullpoint.
BarrelSmoke: "The Dakka" has a permanent 5+ cover safe, which cannot be enhanced in any way
May purchase:
Grot Riggers 5p
up to 2 Muni-grots 5p - one use, may reroll any 'All the Dakka' result other than 'orkpocalypse'
Another idea for the Eldar 'Assault Vehicle' - based on the Epic Storm Serpent
Gale Serpent Mobile Webway Portal (125 points, Fast Attack)
BS4, AV: 12/12/10 (F/S/R)
Fast Skimmer Tank Assault-vehicle
Twin-linked Shuriken Catapults, Shuriken Cannon, Gale Serpent Portal
Gale Serpent Portal At the start of the game, one infantry unit per Gale Serpent may be kept in reserve. You may choose any turn to keep that unit in reserve rather than rolling, or you may choose to roll as normal.
When any infantry unit comes on from reserves (as long as they were not outflanking or deep striking), it may come into play via the Gale Serpent Portal as an access point; if it cannot, the unit is placed into ongoing reserves. When a unit disembarks from the Gale Serpent, the Gale Serpent may only move at combat speed during the movement phase, and only one unit may disembark from each Gale Serpent per turn.
Options It may take any vehicle upgrades from the Eldar vehicle upgrade list.
Upgrade the twin-linked Shuriken Catapults to a single Shuriken Cannon.
Upgrade the Shuriken Cannon to:
Scatter Laser - 5 points
Star Cannon - 5 points
Bright Lance - 5 points
Eldar Missile Launcher - 15 points
WS 5, BS 3, S 6, T 6, W 4, I 5, A 5, Ld 7, Sv 3+ 220 points
Slot: Elites
Unit type: Monstrous creature
Unit size: 1-3 (if unit size is 1, may take mycetic spore as dedicated transport)
Special rules: Ruinous touch
Instinctive behavior, feed.
It will not die
Precision striker
Rip and tear: If a Crinis hits an opponent, it grasps it's foes armoring and starts ripping at it while disgorging acid, tearing away equipment, removing weapons, and peeling open armor while simultaneously dissolving them into useless puddles with acid for other organisms to more easily feast on the prey. Against infantry, monstrous creatures, beasts, etc when a Crinis successfully hits an opponent in assault, nominate one item of war gear per attack, weapons, armor, items, and such. The opponent must then roll an opposed strength test (both roll a d6 and add their strength score, the winner being the one who scored highest) or lose usage of the item, an item may be nominated more than once for multiple attempts, but if one succeeds, all other attempts on the item are wasted.
For example, if a Farseer is targeted and the Crinis makes three hits and nominates the Armor, Singing spear, and Jetbike and the Farseer passes the test for the armor but fails for the Singing Spear and Ghost helm, the Farseer retains the armor (and thus the armor save and invulnerable save that comes with it) but loses usage of the ghost helm and singing spear.
Against vehicles, each time a penetrating or glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result in addition to whatever roll is made on the vehicle damage table on a penetrating hit (if a weapons destroyed result is rolled, the vehicle loses two weapons). If all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked.
Feeder tendrils: Grants implant attack, if a model is slain via Implant attack instant death, the Tyranid player gains Preferred Enemy and Hatred (Unit type consumed) as long as they are in synapse range. For example, if a captain falls to the feeder tendrils, the Tyranid army gains Preferred enemy and Hatred (Space Marines)
Scythe tail: Long, lethal blades placed on the ends of a Tyranid's tail, these can chop through smaller foes with horrifying ease. A unit equipped with this may make 1d3+1 additional attacks while assaulting at half strength.
Mace tail: Massive clubs placed on the tail, these weapons can slam into a foe with devastating force, though not as frequently as the scythe tail. As scythe tail, but at full strength and with only one attack. Mace and Scythe tails are mutually exclusive upgrades
Lash whip x2: As normal, but also forces a blind check on all models in base contact.
Precision striker: Built with the capacity to distinguish between the various shapes and sizes of a foe to recognize what it needs to target, the Crinis has an uncanny ability to single out an opponent as they attack. On a roll of a six to hit or a six to wound, the Crinis may allocate the hit or wound onto any model the user chooses in a targeted unit in either
Fluff: A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it's foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it's chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.
The creature is remarkably quick, built more like a hive tyrant than a Carnifex, and may be an offshoot of that genus. It's strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.
These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.
These creatures seem to be a relatively recent evolution of the Tyranids, only beginning to appear during M42. It seems that the Hive Mind understands that groups such as the Imperium or Chaos Space marines are virtually unable to replace relics such as dreadnoughts or terminator armor or relic weapons. If met with daemon weaponry, the creatures take them to be destroyed by psychic attacks to deny the enemy further usage of them. And yet, despite being new, the Crinis is already taking a toll on sacred machines that come only in a limited supply.
The inciphis region seems almost a testing ground for them, for it is where they are most commonly found, fighting and killing within that bloody cauldron.
I am sure Forgeworld has this covered somewhere but....
Minotaur Support Vehicle
AV 12 10 10 120 pts
Wargear:
Hull Heavy Bolter
Smoke Launchers
Searchlight
Extra Armor
The Minotaur Support Vehicle must take one of the following.....
Portobridge- 5 pts
Obstacle Clearer- 10 pts
Earthquaker- 20 pts
Portobridge: The Portobridge is a deployable bridge that is built to be both sturdy and durable. It is extendable so that it can cross any gap no matter how formidable. Once per controlling player's turn you may deploy a bridge model over an impassable terrain feature. (Except if the impassable terrain feature rises more than 1" off the table. A bridge will not help you get over a large block of concrete)
Treat this is terrain as clear terrain as long as the models are on the bridge. .
Obstacle Clearer- The Obstacle Clearer is a massive dozer blade covered in multiple small drills. No obstacle can resist it's onslaught. Each controlling player's turn turn a Minotaur Support Vehicle can remove a difficult/dangerous terrain feature. However, it is attempting to remove a dangerous terrain feature then it must take a dangerous terrain check. If it is passed, simply remove the terrain as normal. If failed, then the Obstacle Clearer is destroyed as it has fallen victim to the dirt of the 41st Millennium. Ruins, lakes, rivers, and hills that are taller than 1" may not be removed by the Obstacle Clearer. That would be silly.
Earthquaker: The Earthquaker is a formidable and archaic piece of equipment. It is not known how it exactly works but what is known is that it is a large metal aperture that drills into the ground and sends shockwaves that can level even the mightiest of bastions. It is also useful against enemy troops or vehicles in a pinch. Each controlling player's turn the Earthquaker may deploy it's drill. All buildings and fortifications within 6" take a S8 AP 2 Armorbane attack with no saves allowed (You cannot ward against assaults by the very ground!). In addition, the ground within 12" of the Minotaur becomes difficult until the next controlling player's turn.
A Guilliman battle rank is a heavy support choice in a Space marines, blood angels or Dark angels army.
stats:
BS F S R HP 4 14 13 12 4
Wargear:
turrat-mounted avenger bolt cannon
Hull mounted Twin-linked Heavy bolter
Searchlight
Smoke launchers
frag grenades
Special rules:
It will not die
Improved drive
Improved Drive: the Gulliman can fire up to 3 weapons at normal ballistic skill if it moves at combat speed.
Options:
may replace avenger bolt cannon with:
Plasma storm battery [Dark Angels only] ....10pts
Heavy multi-melta.....15pts
twin-linked icarus lascannon.....25pts
May replace Twin linked heavy bolter with:
Twin-linked autocannon......10pts
Missile launcher with krak and flakk missiles.....10pts
Twin-linked assualt cannon.....15pts
May take:
ceramite plating.....15pts
2 Side sponsons with:
Armor plating[improves side armor to 14]....15pts
Heavy bolters...25pts
Lascannons...50pts
Pintle-mounted storm bolter...10pts
May upgrade storm bolter to plasma cannon....10pts
A guilliman may be upgraded to a command tank for 55pts. a command tank counts as a HQ choice, has the venerable [or deathwing vehicle if it is in a DA army] special rule and one of its weapons can be fired at bs5. In addition, an army with a command guilliman counts predators and baal predators as troops choices [even if it is destroyed].
points cost: 190pts
Avenger bolt cannon
Range: "48"
Strength: 6
AP: 3
Heavy 7
Heavy multi-melta
Range: "48"
Strength: 8
AP: 1
Heavy 1, melta
Basically a fellblade, but based on a malcador instead of a baneblade.
This is a reaction-craft, meant to obliterate above all enemy fliers, but also to create a dead zone to deep striking or outflanking enemies.
Design is roughly 7 points for better chassi over the Vyper and roughly 8 points for Skyfire and Intercept with any excess bled out due to lack of more than one weapon.
Craftworld Eldar [Fast Attack], Corsair [Fast Attack]
Nightingale 70 points. (Hornet-chassi)
Special Rules: Fast, Skimmer
Ballistics Skill: 4
Armour values: 11/11/10
Hull points: 2
Squad size: 1 to 3 Nightingales.
Wargear: Scatter Laser*, Spirit Stone Nexus.
Options:
Replace Scatter Laser with Bright Lance at no cost
Replace Scatter Laser with Pulse Laser at +15 points.
Normal Craftworld Eldar upgrades.
Spirit Stone Nexus
Weapon count as having Skyfire and Intercept.
* Weapon is turret mounted on a ball-mount on top of the vehicle, shortly behind the cockpit.
---
Not quite an air-superiority air-craft, the Crimson Hunter is meant to be better at that, unless you spend an unholy amount on Warpsong Missiles. This is a missile-boat and a bomber.
The craft offers the ability to really front-load the damage, while the Shadowcaster is really a glorified heavy Death Spinners and not really sufficient to warrant the price you have to supplement with missiles. The distort missiles really allows you to front-load it's damage, although they are shorter-ranged than most missiles the promise of up to 4 S10 Ap2 shots with the potential of instant death should make most monsters think twice. Also it competes for a very valuable heavy support slot.
Optimal shooting performance is targeted at two turns.
Craftworld Eldar [Heavy]
Shadowsong Warptalon (sounds like I'm using a random name generator) 160 points
Special Rules: Flyer, Vector Dancer
Ballistics Skill: 4
Armour Value: 10
Hull Points: 3
Wargear: Power Field, Shadowcaster (nose-mounted), two Shadowsong Bombs, six Shadowsong Missiles.
Options:
May replace one or both Shadowsong Bombs with Warpsong Bombs at +10 points each.
May replace any number of Shadowsong Missiles with Warpsong Missiles at +10 points each.
Shadowcaster.
Range 24", Heavy 4, S6 AP-, Monofilament.
Shadowsong Bomb.
S7, Ap6, Bomb, one-shot, Large blast, Monofilament.
Shadowsong Missile.
Range 48", Heavy 1, S7, Ap6, one-shot, Rending
Warpsong Bomb.
S10, Ap2, Bomb, one-shot, Small blast, Distort
Warpsong Missile.
Range 24", Heavy 1, S10, Ap2, one-shot, Distort
14 14 14, heavy, skimmer (very monolith like, except hopefully a sphere), twin linked tesla destructor, tentacle array.
The assimilator may move flat out and fire, in addition any infantry unit in base contact can be attacked D6 hits Str 7 AP 3 by the assimilator's giant tentacle array, which is dozens of robot arms sweeping down and gathering up personnel. For every wound inflicted the Assimilator may produce one necron warrior on the table within six inches of the vehicle at the beginning of the next necron movement phase. Brings the BORG / Cybermen flavor to the Necrons.
In my opinion, this is one of the biggest gaps in 6th edition space wolves is that they have no easy way to deal with flyers. So how about this..... A third land raider variant for space wolves exclusively. I present.... The land raider Sky Claw!
Normal land raider stats, but instread of the normal las cannons, they have a special las cannon with skyfire called the sky claw las cannon. What do you guys think? It would cost 300 points, because you can still fire at the ground, but you also get skyfire.
Trazyn the Murderous wrote: In my opinion, this is one of the biggest gaps in 6th edition space wolves is that they have no easy way to deal with flyers. So how about this..... A third land raider variant for space wolves exclusively. I present.... The land raider Sky Claw! Normal land raider stats, but instread of the normal las cannons, they have a special las cannon with skyfire called the sky claw las cannon. What do you guys think? It would cost 300 points, because you can still fire at the ground, but you also get skyfire.
1) There is already skyfire lascannons called Icarus pattern 2) There is no way Icarus or really any skyfire weapon could be mounted on the tank sponsons fluff-wise 3) Anti-air LR is a terrible idea. It is just too expencive - even on 250pts you paying 3 times more than two ADLs with Icarus Lascannons
Vanilla codex went the right way, making anti-air tanks cheap and fragile.
Blacksails wrote: I think some people are having a hard time with the 'vehicle' aspect of this thread.
He did say Monstrous Creatures count as vehicles.
Looks like one person is having trouble "reading the posts in the thread".
So have any opinions on the Crinis?
And if you make a naughty tentacles joke so help me I will spend my days finding a way to slap you across the internet.
Original post for those too lazy to scroll up:
Spoiler:
Kain wrote:Crinis
WS 5, BS 3, S 6, T 6, W 4, I 5, A 5, Ld 7, Sv 3+ 220 points
Slot: Elites
Unit type: Monstrous creature
Unit size: 1-3 (if unit size is 1, may take mycetic spore as dedicated transport)
Special rules: Ruinous touch Instinctive behavior, feed. It will not die Precision striker
Rip and tear: If a Crinis hits an opponent, it grasps it's foes armoring and starts ripping at it while disgorging acid, tearing away equipment, removing weapons, and peeling open armor while simultaneously dissolving them into useless puddles with acid for other organisms to more easily feast on the prey. Against infantry, monstrous creatures, beasts, etc when a Crinis successfully hits an opponent in assault, nominate one item of war gear per attack, weapons, armor, items, and such. The opponent must then roll an opposed strength test (both roll a d6 and add their strength score, the winner being the one who scored highest) or lose usage of the item, an item may be nominated more than once for multiple attempts, but if one succeeds, all other attempts on the item are wasted.
For example, if a Farseer is targeted and the Crinis makes three hits and nominates the Armor, Singing spear, and Jetbike and the Farseer passes the test for the armor but fails for the Singing Spear and Ghost helm, the Farseer retains the armor (and thus the armor save and invulnerable save that comes with it) but loses usage of the ghost helm and singing spear.
Against vehicles, each time a penetrating or glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result in addition to whatever roll is made on the vehicle damage table on a penetrating hit (if a weapons destroyed result is rolled, the vehicle loses two weapons). If all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked.
Feeder tendrils: Grants implant attack, if a model is slain via Implant attack instant death, the Tyranid player gains Preferred Enemy and Hatred (Unit type consumed) as long as they are in synapse range. For example, if a captain falls to the feeder tendrils, the Tyranid army gains Preferred enemy and Hatred (Space Marines)
Scythe tail: Long, lethal blades placed on the ends of a Tyranid's tail, these can chop through smaller foes with horrifying ease. A unit equipped with this may make 1d3+1 additional attacks while assaulting at half strength.
Mace tail: Massive clubs placed on the tail, these weapons can slam into a foe with devastating force, though not as frequently as the scythe tail. As scythe tail, but at full strength and with only one attack. Mace and Scythe tails are mutually exclusive upgrades
Lash whip x2: As normal, but also forces a blind check on all models in base contact.
Precision striker: Built with the capacity to distinguish between the various shapes and sizes of a foe to recognize what it needs to target, the Crinis has an uncanny ability to single out an opponent as they attack. On a roll of a six to hit or a six to wound, the Crinis may allocate the hit or wound onto any model the user chooses in a targeted unit in either
Fluff: A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it's foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it's chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.
The creature is remarkably quick, built more like a hive tyrant than a Carnifex, and may be an offshoot of that genus. It's strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.
These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.
These creatures seem to be a relatively recent evolution of the Tyranids, only beginning to appear during M42. It seems that the Hive Mind understands that groups such as the Imperium or Chaos Space marines are virtually unable to replace relics such as dreadnoughts or terminator armor or relic weapons. If met with daemon weaponry, the creatures take them to be destroyed by psychic attacks to deny the enemy further usage of them. And yet, despite being new, the Crinis is already taking a toll on sacred machines that come only in a limited supply.
The inciphis region seems almost a testing ground for them, for it is where they are most commonly found, fighting and killing within that bloody cauldron.
I'll forego tentacle jokes THIS TIME since you singled them out. Also, wall of text incoming.
Spoiler:
220pts seems a little low for everything this thing has as standard. I mean, a T6 W4 MC with a 3+, IWND that can DS in a spore, has a free cover save (that's what Toxic Miasma is, right?), Toxin sacs lash whips and flesh hooks AND can destroy equipment on a model that fails a strength check against S6 (so pretty much everything outside of other MCs or bros with Iron Arm) seems like it should have a higher base cost. I'd make it 250 base at least, and then drop some options if you want to keep the "destroy equipment on individual models" rule, which seems tedious to me anyway. It seems like you just threw a bunch of stuff you liked on to this one guy and called it a day.
I like the precision striker, IWND and the base equipment for 220.
I'd keep the stat line, it's nice and I'd be willing to throw down that many points for it. But, here's what how I'd do it: -Keep the stat line, but change it's armor save to a 4+ or 5+ to make the armored carapace option seem worth while. -Make it an HQ or Heavy, not an elite. If it's a heavy, remove the Feeder tendrils as those seem like a great HQ upgrade. -Lose the tail options, it has 5 attacks already, why d3 more? Seems excesive. -If you want to keep the extra lash whips, make it give up something from the base equipment, like the flesh hooks or tendrils. This is especially true if they're going to freaking blind opponents. -Ditch the cumbersome "destroy stuff on models" mechanic for infantry, keep it for vehicles, but I'd change it to: "Each time a glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result, but does not lose a hull point, i f all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked. If a penetrating hit is made, resolve the result as normal, except that if a weapon destroyed result is rolled, the vehicle lose two weapons." -Change the infantry rules for it to reduce attacks or WS of the enemy in base contact by 1 to a minimum of 1.
-Too many upgrades. Keep the Frag Spines (but make them 15 points, this thing is already a terror without a 5 point "I hit first always" upgrade), Armored Carapace and thorax swarm upgrades. Ditch the other upgrades. It already has IWND, so regeneration is too much (or just pick one or the other), the tails are too much, the bio plasma and the cluster spines/stinger salvo seem out of character to me, but you could keep them if you REALLY wanted to.
In conculsion, it's a sloid piece of fluff, and a solid creature at heart, it just needs tweaking.
Blacksails wrote: I think some people are having a hard time with the 'vehicle' aspect of this thread.
He did say Monstrous Creatures count as vehicles.
Looks like one person is having trouble "reading the posts in the thread".
So have any opinions on the Crinis?
And if you make a naughty tentacles joke so help me I will spend my days finding a way to slap you across the internet.
Original post for those too lazy to scroll up:
Spoiler:
Kain wrote:Crinis
WS 5, BS 3, S 6, T 6, W 4, I 5, A 5, Ld 7, Sv 3+ 220 points
Slot: Elites
Unit type: Monstrous creature
Unit size: 1-3 (if unit size is 1, may take mycetic spore as dedicated transport)
Special rules: Ruinous touch
Instinctive behavior, feed.
It will not die
Precision striker
Rip and tear: If a Crinis hits an opponent, it grasps it's foes armoring and starts ripping at it while disgorging acid, tearing away equipment, removing weapons, and peeling open armor while simultaneously dissolving them into useless puddles with acid for other organisms to more easily feast on the prey. Against infantry, monstrous creatures, beasts, etc when a Crinis successfully hits an opponent in assault, nominate one item of war gear per attack, weapons, armor, items, and such. The opponent must then roll an opposed strength test (both roll a d6 and add their strength score, the winner being the one who scored highest) or lose usage of the item, an item may be nominated more than once for multiple attempts, but if one succeeds, all other attempts on the item are wasted.
For example, if a Farseer is targeted and the Crinis makes three hits and nominates the Armor, Singing spear, and Jetbike and the Farseer passes the test for the armor but fails for the Singing Spear and Ghost helm, the Farseer retains the armor (and thus the armor save and invulnerable save that comes with it) but loses usage of the ghost helm and singing spear.
Against vehicles, each time a penetrating or glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result in addition to whatever roll is made on the vehicle damage table on a penetrating hit (if a weapons destroyed result is rolled, the vehicle loses two weapons). If all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked.
Feeder tendrils: Grants implant attack, if a model is slain via Implant attack instant death, the Tyranid player gains Preferred Enemy and Hatred (Unit type consumed) as long as they are in synapse range. For example, if a captain falls to the feeder tendrils, the Tyranid army gains Preferred enemy and Hatred (Space Marines)
Scythe tail: Long, lethal blades placed on the ends of a Tyranid's tail, these can chop through smaller foes with horrifying ease. A unit equipped with this may make 1d3+1 additional attacks while assaulting at half strength.
Mace tail: Massive clubs placed on the tail, these weapons can slam into a foe with devastating force, though not as frequently as the scythe tail. As scythe tail, but at full strength and with only one attack. Mace and Scythe tails are mutually exclusive upgrades
Lash whip x2: As normal, but also forces a blind check on all models in base contact.
Precision striker: Built with the capacity to distinguish between the various shapes and sizes of a foe to recognize what it needs to target, the Crinis has an uncanny ability to single out an opponent as they attack. On a roll of a six to hit or a six to wound, the Crinis may allocate the hit or wound onto any model the user chooses in a targeted unit in either
Fluff: A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it's foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it's chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.
The creature is remarkably quick, built more like a hive tyrant than a Carnifex, and may be an offshoot of that genus. It's strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.
These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.
These creatures seem to be a relatively recent evolution of the Tyranids, only beginning to appear during M42. It seems that the Hive Mind understands that groups such as the Imperium or Chaos Space marines are virtually unable to replace relics such as dreadnoughts or terminator armor or relic weapons. If met with daemon weaponry, the creatures take them to be destroyed by psychic attacks to deny the enemy further usage of them. And yet, despite being new, the Crinis is already taking a toll on sacred machines that come only in a limited supply.
The inciphis region seems almost a testing ground for them, for it is where they are most commonly found, fighting and killing within that bloody cauldron.
I'll forego tentacle jokes THIS TIME since you singled them out. Also, wall of text incoming.
Spoiler:
220pts seems a little low for everything this thing has as standard. I mean, a T6 W4 MC with a 3+, IWND that can DS in a spore, has a free cover save (that's what Toxic Miasma is, right?), Toxin sacs lash whips and flesh hooks AND can destroy equipment on a model that fails a strength check against S6 (so pretty much everything outside of other MCs or bros with Iron Arm) seems like it should have a higher base cost. I'd make it 250 base at least, and then drop some options if you want to keep the "destroy equipment on individual models" rule, which seems tedious to me anyway. It seems like you just threw a bunch of stuff you liked on to this one guy and called it a day.
I like the precision striker, IWND and the base equipment for 220.
I'd keep the stat line, it's nice and I'd be willing to throw down that many points for it. But, here's what how I'd do it:
-Keep the stat line, but change it's armor save to a 4+ or 5+ to make the armored carapace option seem worth while.
-Make it an HQ or Heavy, not an elite. If it's a heavy, remove the Feeder tendrils as those seem like a great HQ upgrade.
-Lose the tail options, it has 5 attacks already, why d3 more? Seems excesive.
-If you want to keep the extra lash whips, make it give up something from the base equipment, like the flesh hooks or tendrils. This is especially true if they're going to freaking blind opponents.
-Ditch the cumbersome "destroy stuff on models" mechanic for infantry, keep it for vehicles, but I'd change it to:
"Each time a glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result, but does not lose a hull point, i f all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked.
If a penetrating hit is made, resolve the result as normal, except that if a weapon destroyed result is rolled, the vehicle lose two weapons."
-Change the infantry rules for it to reduce attacks or WS of the enemy in base contact by 1 to a minimum of 1.
-Too many upgrades. Keep the Frag Spines (but make them 15 points, this thing is already a terror without a 5 point "I hit first always" upgrade), Armored Carapace and thorax swarm upgrades. Ditch the other upgrades. It already has IWND, so regeneration is too much (or just pick one or the other), the tails are too much, the bio plasma and the cluster spines/stinger salvo seem out of character to me, but you could keep them if you REALLY wanted to.
In conculsion, it's a sloid piece of fluff, and a solid creature at heart, it just needs tweaking.
Toxic Miasma is like what Purifiers do, except at the end of the turn and thus much more sucky.
Anyway, update.
Crinis
WS 5, BS 3, S 6, T5, W 4, I 5, A 5, Ld 10, Sv 4+ 220 points
Slot: HQ (Note, one Elite slot is open for a Crinis per hive tyrant)
Unit type: Monstrous creature
Unit size: 1-3 (May take a mycetic spore as a dedicated transport if the unit size is 1)
Special rules: Ruinous touch
Instinctive behavior, feed.
It will not die
Precision striker
Ruinous touch:: If a Crinis hits an opponent, it grasps it's foes armoring and starts ripping at it while disgorging acid, peeling open armor while simultaneously dissolving them into useless puddles with acid for other organisms to more easily feast on the prey. Against models with a toughness value, roll an opposed strength test for each hit the Crinis lands on the enemy, if the Crinis wins, the target loses it's armor save or invulnerable save as it rips open carapaces, tears away shield generators, and shucks the armor off an opponent, rendering them vulnerable to attack from other Tyranids.
Against vehicles, Each time a glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result, but does not lose a hull point, i f all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked. The results of penetrating hits may be rerolled, but the user of the Crinis *must* take the rerolled result, even if it is worse.
May exchange any set of lash whips for Flesh hooks.
May take anyof the following
- Frag Spines, 15 points
- Adrenal Glands, 5 points
- Extended Carapace 30 points
- If a bonded exoskeleton is purchased, an armored carapace may be purchased for a further 30 points.
- Regenerate 30 points
Feeder tendrils: Grants implant attack, if a model is slain via Implant attack instant death, the Tyranid player gains Preferred Enemy and Hatred (Unit type consumed) as long as they are in synapse range. For example, if a captain falls to the feeder tendrils, the Tyranid army gains Preferred enemy and Hatred (Space Marines)
Lash whip x2: As normal, but also forces an initiative on all enemy models in base contact. If the model fails the check, it's WS are reduced by one to a minimum of one as it sends such agony through the opponent that their ability to fight back is reduced.
Precision striker: Built with the capacity to distinguish between the various shapes and sizes of a foe to recognize what it needs to target, the Crinis has an uncanny ability to single out an opponent as they attack. On a roll of a six to hit or a six to wound, the Crinis may allocate the hit or wound onto any model the user chooses in a targeted unit in either
Fluff: A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it's foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it's chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.
The creature is remarkably quick, built more like a hive tyrant than a Carnifex, and may be an offshoot of that genus. It's strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.
These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.
These creatures seem to be a relatively recent evolution of the Tyranids, only beginning to appear during M42. It seems that the Hive Mind understands that groups such as the Imperium or Chaos Space marines are virtually unable to replace relics such as dreadnoughts or terminator armor or relic weapons. If met with daemon weaponry, the creatures take them to be destroyed by psychic attacks to deny the enemy further usage of them. And yet, despite being new, the Crinis is already taking a toll on sacred machines that come only in a limited supply.
The inciphis region seems almost a testing ground for them, for it is where they are most commonly found, fighting and killing within that bloody cauldron. Already their rapacious desire to destroy equipment has cost the foes of the Tyranids priceless artifacts, holy relics, irreplacable weapons and vehicles, and important equipment.
I really wish you'd drop the armor-stripping all together since it seems really broken and kind of a pain in the ass to track. I also think it makes sense drop the invulnerable stripping from the clunky armor-stripping mechanic. I get that it "strips away forcefields" as part of its description, but invulnerable saves are not always because of physical wargear.
I could, hover, see it decreasing the armor save of the unit while in close combat with the thing, making a creature (or creatures) that could be a great anvil to tar-pit a unit long enough for a hammer unit to come in and wipe stuff out.
Extreaminatus wrote: I really wish you'd drop the armor-stripping all together since it seems really broken and kind of a pain in the ass to track. I also think it makes sense drop the invulnerable stripping from the clunky armor-stripping mechanic. I get that it "strips away forcefields" as part of its description, but invulnerable saves are not always because of physical wargear.
I could, hover, see it decreasing the armor save of the unit while in close combat with the thing, making a creature (or creatures) that could be a great anvil to tar-pit a unit long enough for a hammer unit to come in and wipe stuff out.
I uh...had some rather illicit inspiration for that mechanic.
Entropic Strike only works on vehicles that are hit or non-vehicles that suffer an unsaved wound. It also does not remove invulnerable save - a mechanic GW has thankfully removed from the game in recent editions.
You'd also do well to note that far from all invulnerable saves can actually be physically removed so the meta-explanation makes no sense.
Mahtamori wrote: Entropic Strike only works on vehicles that are hit or non-vehicles that suffer an unsaved wound. It also does not remove invulnerable save - a mechanic GW has thankfully removed from the game in recent editions.
You'd also do well to note that far from all invulnerable saves can actually be physically removed so the meta-explanation makes no sense.
The Vindicaire does remove inv saves based on wargear.
But I do want to still mechanically reflect it's tendency to rip the armor off your body to leave you naked and helpless before killing you.
Extreaminatus wrote: That's why you reduce the save (3+ to 4+ or whatever) for the phase. As for your other examples, I don't like that they remove armor saves, either.
And the Vindicaire is dumb. Like, poop from a butt dumb.
Is it that he can shoot the Rosarius off a guy from half way across the board or is it that his sniper rifle is a better anti-armor gun than a demolisher cannon?
Both. The sniper rifle should absolutely be a baller anti-infantry weapon, it should not slag any and every tank in the game so easily.
And the fact he can shoot The Warp out of a Daemon Prince to remove its invulnerable save. It's a silly unit all around.
Extreaminatus wrote: That's why you reduce the save (3+ to 4+ or whatever) for the phase. As for your other examples, I don't like that they remove armor saves, either.
And the Vindicaire is dumb. Like, poop from a butt dumb.
Is it that he can shoot the Rosarius off a guy from half way across the board or is it that his sniper rifle is a better anti-armor gun than a demolisher cannon?
Both. The sniper rifle should absolutely be a baller anti-infantry weapon, it should not slag any and every tank in the game so easily.
And the fact he can shoot The Warp out of a Daemon Prince to remove its invulnerable save. It's a silly unit all around.
Don't worry, come 6e and they'll also be able to shoot the clothes/armor save off a Farseer.
Chaos vehicle. It is not fully new idea but I would love to see it alive.
Death Wheel 235 pts Heavy support.
Bs 3 Armour: Front 12 side 14 back: 12 HP:4
Arment: 4 Hull mounted laser canons, ( four on each side) It is always armed with dozer blade.
Special rules: Demon forge, Siege Crawler, Demonic Possession.
Basicly a giant wheel with heavy fire power, relay thin if looked from front, but massive sidewise it is about size of tau riptide. it is available to any chaos army, but especially to the Iron Warriors. The wheel is able to stop and change direction in place, and if struck from side it will place it self again in vertical position.
Extreaminatus wrote: That's why you reduce the save (3+ to 4+ or whatever) for the phase. As for your other examples, I don't like that they remove armor saves, either.
And the Vindicaire is dumb. Like, poop from a butt dumb.
Is it that he can shoot the Rosarius off a guy from half way across the board or is it that his sniper rifle is a better anti-armor gun than a demolisher cannon?
Both. The sniper rifle should absolutely be a baller anti-infantry weapon, it should not slag any and every tank in the game so easily.
And the fact he can shoot The Warp out of a Daemon Prince to remove its invulnerable save. It's a silly unit all around.
I also have a question...when the Crinis tears off the armor, it's broken, in pieces, and partially dissolved with some of it eaten.
I really just don't like removing an armor save on a model-to-model basis, and removing it unit-wide seems broken as hell, so I proposed a reduction instead. It seems easier to keep track of and you change the fluff ever-so-slightly to compensate while still keeping the feel of the giant bug.
I really just don't like removing an armor save on a model-to-model basis, and removing it unit-wide seems broken as hell, so I proposed a reduction instead. It seems easier to keep track of and you change the fluff ever-so-slightly to compensate while still keeping the feel of the giant bug.
Unit wide? It's just per model hit.
And it was either an equipment destroyer or a giant lictor for elites as the overall intention was to make a MC for the one Tyranid FOC slot that doesn't have one.
And I'm not exactly sure how I'd justify it other than "The Emperor/Cegorach/Chaos/Gork and Mork/The Greater Good see their now tattered and mangled followers and bring their armor back magically for the children not to see any skin" while still keeping the equipment destruction role of the Crinis.
Got 2 I designed a bit back (may need to do some redesign with the new Tau rules.. ( I always post these in these kinda threads..but I love em so much )
Mont'Ka armor superiority vehicle.
Requsition cost : 900pts ( note: point reduction from playtesting )
type: War Machine
structure points: 3
Armor: Front 14 Side: 13 Rear: 12
Tau Fields: 2 (av12)
Transport: 20 ( standard load out 10 fire warriors, 8 Pathfinders 2 marker drones )
Acess ramps : 3 (sides, and rear )
Fire points : none
Movement class : skimmer
Weapons: BS 4/3 drone systems
Turret mounted Naval grade Rail cannon ( Range 110" Str: D Ap:1 Heavy 1) Primary weapon system
submunition packet ( str: 8 ap: 3 Ord 7" blast )
Co-axial Long range heavy ION cannon (range 90" str:8 ap:2 heavy 3 )
Wing turret ( X2 ) mounted Long barreled AA burst cannons (30" range) * may fire in missle shield mode, see special rules below.
twin linked long range AA missle pods (50"range)
Rail gun with submunitions.
Chin turret mounted ( x2 ) long barreled burst cannons (30" range )
dual rear hull mounted Smart missle systems.
Special rules : Missle shield mode may be activated for the wing turret mounted burst cannon systems, declared in owning players turn , the burst cannons may not be used to engage enemy units, but during the opposing players shooting phase may be used to engage any missle bomb or rocket based projectiles passing within 30" of the weapon mount, owning player announces he will intercept and rolls dice equal to the ROF of weapon, in this case 3 dice, using the BS of 3 ( drone system +targeting array) each hit removes one potential enemy shot from hitting its target. 2 hits from this system are required to intercept Ord class projectiles.
Equipment : decoy launchers, and disruption pod arrays, heavy flechette launchers ( turret mounted ), landing gear, and black sun filters.
Upgrade bay: for future system enhancements.
Narwhal LDMS (Launched Drone Munition System)
The LDMS is the Tau Empire's response to the overwhelming superiority of it's Imperial opponents indirect fire assets, but wish to avoid collateral damage and friendly fire incidents have approched the challenge with a high technology approach.
Using established Drone systems, and a Variable loadout programable payload subsyems, the Tau earth caste have developed an accurate, adaptable war fighting system, that is designed to complement the other units fighting for the greater good.
Weapon : LDMS Range: 12"-96" Str: varies AP: varies Special: based on payload.
Explosive/Thermic charge Str:8/6 AP: 4/1 (Thermic charge) Special rule: Explosive : Ordnance 1 large blast Thermic charge: hev 1 Melta small blast( 2d6 pen if center of blast template is on vehicle.
Multi-Drone Munition (MDM) see special rules.
special rules: self-guidance systems, after scatter and distance dice have been rolled the controling player then may roll 1d6+3 for the self guidance systems of the drone munitions, this correction may be made in any direction the player wishes, to reflect the drone choosing its most effective target.
Once a target is determined the owning player decides which form of explosive to deploy either the Explosive or Thermic charge, effects are then determined on target.
Variable loadout: before firing the player may determine if an Explosive/Thermic charge, or Multi-Drone Munition will be deployed, both benifit from the self guidance special rule.
Multi-drone Munition: MDM is a cluster of limited life span interdiction drones, that are programed for fire support or close quarters assault, the MDM is represented by a 60mm base with 3 drone models affixed with the following profile ws:2 bs:2 s:3 t:3 w:3 i:4 a:3 ld:7 sv:4+ twin linked pulse carbines (Assault 3)
The MDM cluster once placed does not move from its position and if not destroyed by enemy fire or assault will self-terminate after 3 game turns, while deployed it may fire as normal and defend itself in CC, and counts as fearless for purposes of LD checks.
If the MDM Cluster is placed upon a enemy troops it will count as deploying flechette launchers for the first round of combat effecting all models in base to base contact or within 2" , also the cluster is treated as charging, difficult/ dangerous terrain will remove the MDM cluster on 1 on a d6 ( rolled before combat )
Friend from foe: if when using either Explosive or Thermic-charge loadouts and the blast templates cause friendly (Tau only not allied units such as kroot) to be effected, then the drone will self terminate prior to detonation and no template will be placed ( The Tau do not tolerate friendly causulties, and have programed even their artillery to discriminate friend from foe.)
Markerlights: for each markerlight placed on target 1" is added or subtracted from the self guidance roll, this is the only use of markerlights with the LDMS
I really just don't like removing an armor save on a model-to-model basis, and removing it unit-wide seems broken as hell, so I proposed a reduction instead. It seems easier to keep track of and you change the fluff ever-so-slightly to compensate while still keeping the feel of the giant bug.
Unit wide? It's just per model hit.
And it was either an equipment destroyer or a giant lictor for elites as the overall intention was to make a MC for the one Tyranid FOC slot that doesn't have one.
And I'm not exactly sure how I'd justify it other than "The Emperor/Cegorach/Chaos/Gork and Mork/The Greater Good see their now tattered and mangled followers and bring their armor back magically for the children not to see any skin" while still keeping the equipment destruction role of the Crinis.
It would be easier to track if it were per unit, but armor removal per unit is broken. Also, I just realized that most units only have 1 wound, which means they're dead anyway (which is what I get for posting at work, in a hurry). However, I think that armor removal on an MC which could be multiple MCs is a bit much (and I think it's silly in general, but that's not what we're talking about here!). Also, why do you want a monsterous creature in the 'Nid elite slot? That slot is croweded as hell already. Why not put it in a slot where it might actually see play instead of, "lolmoreelites"?
Further more, you can justify the armor reduction by saying that it weakens the armor, but does not destroy it outright as the acid takes times to fully break down the armor/equipment. Or, you could say it removes the save since the acid is limited in duration due to its potency and each round it's in CC is spews more acid. Like, it's that simple.
Special Rules:
• Acts of Faith
• Avatar of Faith
• Crusader
• Fearless
• Fleet
• Shield of Faith
OPTIONS:
• May exchange any of her avenger bolt cannons for:
- Melta cannon 15 points each
- Inferno cannon 25 points each
• May take a glaive of vengeance 30 points
• May take great wings 60 points
• May be upgraded with the Exalted Pilot special rule 20 points
Purgatory Rocket Launcher Array: If the Faithknight successfully charges a unit, she makes 2D6 special melee attack at Initiative Step 10 against the unit with the following profile:
R - / S6 / AP4 / Type: Melee, Concussive
These attacks hit automatically and count towards the combat resolution as normal.
In addition, the Faithknight also attacks at normal initiative when charging through Difficult Terrain.
Glaive of Vengeance: This is a melee weapon with the following profile:
R - / S+2 / AP2 / Type: Melee, Master-Crafted, True Strike
True Strike: All to-wound rolls of 6 with the glaive of vengeance gain the Instant Death special rule.
Great Wings: A Faithknight equipped with great wings changes its unit type to Flying Monstrous Creature (Character).
Avatar of Faith: This Act of Faith may be used either in the Assault phase. If successful, the Faithknight gains +1 Weapon Skill and Initiative as well as the Furious Charge and Rage special rules.
Exalted Pilot: A Faithknight with this special rule adds +1 to her Acts of Faith rolls.
Idea for an IS-2 style Imperial Guard tank, let me know what you guys think
Vulkan Heavy Tank
The Vulkan Heavy Tank began life as a stop gap measure in Valhallan Infantry regiments during the protracted campaign to liberate the Lvov Sector form the Tau Empire. Guard commanders, in the face of mounting tank losses decided a vehicle that was sturdy, effective against infantry and vehicles, be able to be produced locally and not consume supplies needed for the Leman Russes was needed, to free up armored regiments for mobile operations . The Lvov sector produced Earthshaker guns before the Tau had invaded, and that was selected as the tanks armament. The Valhallan tech priests managed to get ahold of an STC that made Ragnarok tanks and, after discovering that the turret ring on the Ragnarok was too small to accommodate the Earthshaker gun, several extensive modifications were made. Armor was increased, the engine was powered up and a new turret was designed. The first few built used an unmodified Earthshaker cannon, which proved disastrous as it could not be loaded quickly in a turret or trained to hit close range targets. A variant of the cannon called the Earthshaker D-25-T was made, with an improved breech and gun sights. The resulting vehicle was a success and thereafter all factories on Lvov were dedicated to its production.
Vulkan Heavy Tank
Pts: 175
Unit Type: Vehicle, Tank, Heavy
BS: 3
FA: 14
SA: 13
RA: 11
HP: 4
Weapons: Hull mounted Heavy Stubber, Turret mounted Earthshaker Gun D-25-T
Options:
May purchase any vehicles upgrades allowed by the Imperial Guard Codex
May purchase a turret rear Heavy Stubber for 10 pts
Special Rules: Turret Rear Heavy Stubber: A feature implemented by a tech priest who had obviously never been to a battlefield, the Vulkan has a second heavy stubber mounted in the rear of the turret. Completely useless in normal situations the turret rear gun can ward off attacking infantry.
Models assaulting the Vulkan must re-roll all rolls of 6 to hit. This has no effect if the vehicle is hit automatically.
Weapons:
Earthshaker Gun D-25-T: Range: 120" Str: 9 AP: 3 Ordnance 1, large Blast, Heavy Breakthrough Gun
Heavy Breakthrough Gun: The shells of the Earthshaker cannon fired over open sights are so massive that they make of mockery of all but the heaviest cover.
Models hit by the Earthshaker Gun D-25-T must subtract one from their cover save value.
I've had keeping this in a secret, planning and polishing so it doesn't feel like a cheesy unit - I'm struggling with balance and being careful about making new rules.
I've been wondering why there's no direct fire missile tank on a Rhino chassis. I've yet to see one, so I desired to design one myself. Let's just hope it's consistent and fits to the universe/tabletop.
Gentlemen! I give you: Viper pattern Predator!
Viper missile launcher: Before the destruction of the forgeworld Marath Primaris in early M37, the chapter’s techmarines managed to recover fragments of data related to a multiple missile launcher STC, similar to those found atop of the Land Speeder Typhoon. During the first days of the Galileian Crusade, the STC manifested in a form of a Predator pattern named after the STC description, capable of direct fire support against infantry and armoured targets alike.
May take two side sponsons which are both armed with one of the following:
- Heavy bolters.......................................25 pts - Multi-meltas.........................................45 pts
May take items from the Space Marines Vehicle Equipment list.
Whiskered wrote: Chaos vehicle. It is not fully new idea but I would love to see it alive.
Death Wheel 235 pts Heavy support.
Bs 3 Armour: Front 12 side 14 back: 12 HP:4
Arment: 4 Hull mounted laser canons, ( four on each side) It is always armed with dozer blade.
Special rules: Demon forge, Siege Crawler, Demonic Possession.
Basicly a giant wheel with heavy fire power, relay thin if looked from front, but massive sidewise it is about size of tau riptide. it is available to any chaos army, but especially to the Iron Warriors. The wheel is able to stop and change direction in place, and if struck from side it will place it self again in vertical position.
May take two side sponsons which are both armed with one of the following:
- Heavy bolters.......................................25 pts - Multi-meltas.........................................45 pts
May take items from the Space Marines Vehicle Equipment list.
One thing that's always confused me about the IG is that they don't have a spotter for the artillery...I mean, I think it would be helpful in avoiding waste of ammo when you have someone accurately calling down a bombardment. SO! Here it is!
Raptor Scout Vehicle (80 points sound right?)
Armor:
Bs F S R HP 3 11 11 10 3
Unit - 1-3 Raptor's
Fast Attack
Unit Type:
Vehicle (Fast)
Unit Abilities:
Open Topped, On these Coordinates!
Wargear:
Heavy Bolter, Smoke Launchers, Searchlight
It may replace its Heavy Bolter with:
Multi-Laser... 0 points
Heavy Flamer...10 Points
The unit may take Camo Netting for 15 points each.
You may upgrade each vehicle to have Com Array for 15 Points per vehicle.
Special Rules:
On these Coordinates! - Nominate one unit within 36" of this unit (LOS not required). Every barrage template fired on this unit by friendly IG units will no longer scatter full distance, but will subtract the BS from the vehicle that fired the barrage template.
Com Array - Upgrades the rule "On these Coordinates!" To allow the barrage weapon to Ignore Cover.
DjPyro3 wrote: One thing that's always confused me about the IG is that they don't have a spotter for the artillery...I mean, I think it would be helpful in avoiding waste of ammo when you have someone accurately calling down a bombardment. SO! Here it is!
Raptor Scout Vehicle (80 points sound right?)
Stats & Equipment
Upgrades.
Special Rules
I must say I like this. It improves artillery units by a modest degree for its point cost. I would have said that Basilisk + ignoring cover would be a bit OP, but then mounted on a rather fragile vehicle means that any sensible player could target these units. This is the kind of thing I would bring occasionally if I had an artillery-heavy list, and the best part is that you would never use this as your go-to Spam & Cheese Special.
What about Flakk missiles? I can understand their exclusion, since GW seems to be more inclined to build new AA units than integrate AA abilities into existing units (or weapons), but maybe giving them an option to fire Flakk missiles at a cost would work.
I know that, from a personal standpoint I'd support paying 20-25 points more to have an AV13 platform that fires 3 Flakk Missiles, while also being fairly useful against armor and blobs. Also, what about missile or LC sponsons. Multi-melta sponsons seem to exist sort of counter to the idea that you want this far away as missile support.
In general though, I like it. I'd definitely look to take one with the Iron Hands CT, behind an Aegis line and with a techmarine nearby. A lot of firepower and fairly hard to pop if positioned correctly, so as to have AV13 against your opponent most of the time.
May upgrade with: Flyswatterz......10p Grot Riggers.....5p
Flyswatterz: These boyz are veterans in the anti-aircraft bussniess. All of them have downed more enemy "buzzerz" than they can count on their few still-remaining fingers. They count as BS3 when firing at Flyers and Skimmers.
Flakkakannon: This multi-barreld monstrosity is as loud as it is powerful. It chewes through enemy fighters and bombers with ease, as long as the boy operating it has wit enought to know how to aim it, and what to aim it at. It has a profile of: S8 AP3 R36 Heavy 4, Blast.
Airburst: Leave it to the local mek to make an anti-air cannon fire high-explosive rounds. The bullets detonate on impact or proximity to the targeted aircraft. These blasts can only hit the targeted flyer or skimmer, and they scatter only D6+D3. If the blast only hits partially, IE the hole on the marker is not over any part of the craft itself, the Strength is reduced by 2. This special rule only applies to the Flakkakannon.
Broly33 wrote: Ymmm. Barrage is already ignoring cover...
Not true. Like HappyJew said, Barrage ignores cover like, if it shoots over a ruin, they don't get a cover save. But if they are bikes, they still get their jink save, or the Tau's automatic cover save with that special piece of equipment. The Raptor would allow them to ignore all cover, which would be nice...
We already have Hunters/Stalkers, and I don't want to turn them useless. I share your sentiments about GW:s new policy to create new instead of upgrading the old ones - but we can do nothing about it right now. I prefer keeping the Viper as an all-rounder ground killer. Making the Flakk missiles an option would sound decent too, should the other people cry the needs of it. Maybe around +25pts to get 'em, eh?
DogofWar1 wrote: Also, what about missile or LC sponsons. Multi-melta sponsons seem to exist sort of counter to the idea that you want this far away as missile support.
You're right; their role is to work as an optional counter-measure for close-up encounters with something heavy.
Once again, I don't want to make other units useless with my new unit - even though the idea about the Lascannon sponsons sounds wonderful. The Destructor/Annihilator pattern Predators kind of already fulfill their roles with lascannons.
DogofWar1 wrote: In general though, I like it. I'd definitely look to take one with the Iron Hands CT, behind an Aegis line and with a techmarine nearby. A lot of firepower and fairly hard to pop if positioned correctly, so as to have AV13 against your opponent most of the time.
Thanks for your constructive critique. I'm looking forward to the day to finally test this thing with my mates :3
Not feeling especially creative at the moment, so all I have is a Land Raider variant (I also have another one, will submit later) and a couple of upgrades. Please forgive wrong point values for standard upgrades, I don't have the Codex with me. Please give feedback.
Transport Capacity: 12
Access Points: Front ramp, door on each side
Wargear:
2 Sponson-mounted Twin-linked Heavy Flamers
Hull-mounted Twin-linked Assault Cannon
Frag Assault Launchers
Extra Armour
Misericord Stanchions
Searchlight and smoke launchers
Special Rules:
Assault vehicle
Power of the Machine Spirit
Ferromantic Invulnerability - The Argo is not subject to the particular effects of the Lance, Haywire and Melta special rules. addition it reduces the effects of all rolls on the damage chart made against it (other than by Destroyer type weaponry), by -1
Misericord Stanchions - Ignores the Bulky special rule for transport purposes
Lumbering - May not Flat Out (can still move at cruising speed)
The Argo Pattern Land Raider design was excavated from amongst the ruins of Aureus Fornax by the Imperial Fists in M40, after its development in the final years of the Horus Heresy by one of the few remaining Salamanders Techpriests and the Archmagos of Fornax. The design was unique, utilising techniques long thought lost; ferromantic plating, gravitational stress beaming and intricate alchemical blending were all called upon to craft the finest armour possible. The hull superstructure was extended and strengthened, external buttressing was added to support the heavier armour, internal stanchions braced the frame to create more space inside. Lascannons were replaced with close assault weaponry, though the enhanced design was not without cost. The new machine still depended on the original power plant of the land raider, a no improved reactors could be found when the archmagos confirmed the design, limiting the top speed of the up-armoured behemoth. On the venerable design's discovery, after the dispersal of the origninal twenty warmachines from their sacred armoury-vaults, reproduction and spreading of the design proved slow; only chapters with access to pre-heresy forges or close ties to first class Forge Worlds can even think about even maintaining an Argo Pattern Land Raider
Battle Tomb - Grants the Zealot special rule to all friendly models within 6" 15pts
Occasionally the sarcophagi of mighty heros of the Chapter are interred aboard their favoured transports, to inspire their men to victory long after their passing
Indomitable Machine Spirit – Gains It Will Not Die, if it already has this rule (by being an Iron Hands vehicle, for example then it will regain Hull Points on a 5+ – 20pts
Some machine spirits are known to be extremely powerful, such as the legendary Rynn's Might of the Crimson Fists
I've had keeping this in a secret, planning and polishing so it doesn't feel like a cheesy unit - I'm struggling with balance and being careful about making new rules.
I've been wondering why there's no direct fire missile tank on a Rhino chassis. I've yet to see one, so I desired to design one myself. Let's just hope it's consistent and fits to the universe/tabletop.
Gentlemen! I give you: Viper pattern Predator!
Viper missile launcher: Before the destruction of the forgeworld Marath Primaris in early M37, the chapter’s techmarines managed to recover fragments of data related to a multiple missile launcher STC, similar to those found atop of the Land Speeder Typhoon. During the first days of the Galileian Crusade, the STC manifested in a form of a Predator pattern named after the STC description, capable of direct fire support against infantry and armoured targets alike.
May take two side sponsons which are both armed with one of the following:
- Heavy bolters.......................................25 pts - Multi-meltas.........................................45 pts
May take items from the Space Marines Vehicle Equipment list.
I'm disappointed that there's no missile launcher sponson option.
Not actually thought about one but I think that the CSM's lake so much potential in the vehicles department, the Dark machanicus should be able to make far more than the machanicus, the DM has access to technology forbidden to the normal machanicus, and also, isn't that machanicus from the past, I mean there is some forgotten technologies which I would expect the dark machanicus to know since they were alive that long ago.
Upgrade: for command squads that are taken for sammael only. Ravenwing command squads may upgrade all models to jet bikes for 35pts/model and confers +1W and the special rule: ravenwing black guard.
Wargear: jet bike is fitted with a twin linked storm bolter. One model may take a heavy flamer or ravenwing grenade launcher for free or a plasma cannon for 30pts.
Ravenwing black guard: as black knights proven to be of such martial prowess the master of the ravenwing has granted them their own jet bikes and to his own personal guard among hunting parties. Models with this rule add +1 to their WS and I.
Is this op? Base cost is 75 points per model
Automatically Appended Next Post:
Mezmerro wrote: There is only one DA jetbike each moment of time. They obviously have the STC to replicate it but keep it to the Ravenwing commander exclusively
Well it's TOTALLY against canon: Samael's jetbike is clearly stated as the last known Imperium's jetbike (Custodes still have their jetbikes, but they are just too secret)
Well it's TOTALLY against canon: Samael's jetbike is clearly stated as the last known Imperium's jetbike (Custodes still have their jetbikes, but they are just too secret)
It'd actually just be similar to an Exorcist, though one that consistently rolls well. Priced fairly I think a Typhoon ML via sponsons wouldn't be too broken, especially if it's not splitting fire. A Predator Annihilator does something similar in terms of firepower, so if it's cost is close to that it probably wouldn't be over the top. Maybe 10-15 pts more once ML sponsons are included.
Well it's TOTALLY against canon: Samael's jetbike is clearly stated as the last known Imperium's jetbike (Custodes still have their jetbikes, but they are just too secret)
To be fair, every new vehicle for the Imperium would likely be against canon, considering how hard it is to get a new design approved by the mechanicus. Things like Baal Preds get away with it, but if some 10th founding chapter just showed up with a brand new tank one day they'd probably get in serious trouble, despite how silly that is.
Heck, Centurions were completely non-canon up until about a month ago.
You could probably handwave it as "The DA decided to make more in order to better fight against the 13th Black Crusade" or something to that effect. How you could justify them having them against Tyranids, I dunno, but stuff on the tabletop gets handwaved all the time.
Well it's TOTALLY against canon: Samael's jetbike is clearly stated as the last known Imperium's jetbike (Custodes still have their jetbikes, but they are just too secret)
On the other hand, remember, that even canon can be retconned (damn you, spiritual liege). Just you wait when/if they make the supplement codex for the White Scars, 'cause I have an itch about Khan jetbikes.
It'd actually just be similar to an Exorcist, though one that consistently rolls well. Priced fairly I think a Typhoon ML via sponsons wouldn't be too broken, especially if it's not splitting fire. A Predator Annihilator does something similar in terms of firepower, so if it's cost is close to that it probably wouldn't be over the top. Maybe 10-15 pts more once ML sponsons are included.
Even though the missile sponsons wouldn't make it OP, it'd still be an absurd gunline of rape, that'd make both Devastators and Land Speeder Typhoons outright useless.
Imagine that machine spewing 5 AP2 missiles PER TURN!
I need to consider this - but it still feels like "YO DAWG..."
Has; "Anytime this vehicle performs a Ram manuever, becomes wrecked, or is destroyed it's cargo is detonated at the end of that phase (Blast centered on boomwagon). This destroys the boomwagon if not already destroyed."
Equiped with;
-'splody knowatz .. Free (strd6ap- Large Blast)
One boomtrukk may exchange his 'splody knowatz for;
-'ekboy munitionz.. +5pts (str 6 ap5 - Large Blast)
-glowin' 'eepsuh plasma.. +10pts (str 7 ap2 Large Blast)
-tankbusta junk.. +15pts (str 8 Large Blast, Melta, Ordinance 1)
Just hit something with them and giggle. The model needs to be larger than a bike and smaller then half a trukk.
Even though the missile sponsons wouldn't make it OP, it'd still be an absurd gunline of rape, that'd make both Devastators and Land Speeder Typhoons outright useless.
Imagine that machine spewing 5 AP2 missiles PER TURN!
I need to consider this - but it still feels like "YO DAWG..."
Ah, you know what, I thought the missiles were AP3 this whole time. Making them AP2 does account for quite the difference, since it means any penetrating hits have double the chance to pop a vehicle.
I would think MLs should normally be AP3, and if all 5 shots were AP3 and costed fairly, it wouldn't be OP. But yeah, at AP2, I'd almost say it doesn't even need sponsons, that thing is going to hunt vehicles just fine with no other tools on it.
Options:
May add up to 6 gun cars for 25 pts each
Any gun car may exchange its heavy stubber for:
- Grenade launcher - 5 pts
- Heavy flamer - 5 pts
- Autocannon - 10 pts
- Missile launcher - 10 pts
Any gun car may upgrade its weapon to twinlinked for +5 pts
Any gun car may be upgraded with bullet shield for +5 pts.
Bullet shield provide 4+ save against weapon with S4 or less. This save counts as armour save and can be negated with AP4 or less.
Options:
May add up to 6 gun cars for 25 pts each
Any gun car may exchange its heavy stubber for:
- Grenade launcher - 5 pts
- Heavy flamer - 5 pts
- Autocannon - 10 pts
- Missile launcher - 10 pts
Any gun car may upgrade its weapon to twinlinked for +5 pts
Any gun car may be upgraded with bullet shield for +5 pts.
Bullet shield provide 4+ save against weapon with S4 or less. This save counts as armour save and can be negated with AP4 or less.
I quite like this idea actually! . Personally I think you should just swap the bullet shield for extra armour for 10 points each - bump the armour values up by 1. Other than that a solid one - now just find me some models
The Black Altars have rarely seen the battlefield in recent years. Once a common sight amongst Traitor Legions, in particular the Word Bearers, such relics of bygone days have either been lost to the ravages of time, or sealed within the deepest vaults of monasteries dedicated to the Ruinous Powers. Such items however are still encountered occasionally, mounted atop a converted Land Raider chassis, accompanied by a high-ranking Dark Apostle, whos purpose is to instill fear amongst his enemies and to bolster the morale of his subordinates.
However, there are times when not even the darkest relics contained within the Altar can stir the Ruinous Powers' attentions, at which point the Apostle is forced to offer a blood sacrifice. The internal hold of the Land Raider is used as a holding cell for those "chosen" for such a task. Within the once-proud war machine, groups of human and sometimes even xenos species huddle in masses, most against their will, waiting for the moment when the Apostle's assistants will pluck them from the hold and spill their blood upon the black slate of the unholy Altar.
Black Altar: 350 Points Tank, Open Topped BS4 Armour: F14 S14 R14 HP4
Transport Capacity: 1 Dark Apostle included in the base points value + 20 Cultists (not included). The Dark Apostle is armed with the standard loadout and may not be upgraded further. Note that due to the nature of the artefact, only Cultists and the Dark Apostle can embark upon the vehicle.
Weapons 2 Sponson Twin-Linked Lascannons Dark Altar of Chaos
Special Rules Assault Vehicle Daemonic Possession
Black Altar of Chaos: The altar allows the Dark Apostle to use one of the following spells each turn. Such spells are counted as Psychic Attacks, but do not require a Psychic Test, although they may be blocked by means such as Deny the Witch as usual. Note that the vehicle is not counted as a Psychic Pilot, and therefore will not be affected by weapons which specifically target Psykers.
- Blessings of the Unholy: This is a blessing with a range of 12". Pick a single friendly model within range. The selected model must take a Toughness test, taking a S4 Ap2 hit if failing. Regardless of wherever he passes or fails the test, the model may then immediatly roll on the Chaos Boon table, re-rolling Spawnhood and Dark Apotheosis results.
- Horrific Incantation: This is a witchfire power with the following profile: Range: 36" S- Ap3 Heavy 1, Large Blast The strength of the shot is equal to D3 + the current turn number. Eg a shot fired on Turn 3 will have a Strength value of 3+D3
- Runious Enlightenment: This is a blessing with a range of 6". Choose a single friendly model within range. The chosen unit may re-roll any rolls of 1 until the end of the player turn.
- Spectral Anomalies: This is a malestrom power with the following profile Range 12" S5 Ap- Heavy D6, Rending
Sacrificial Altar: You may choose to sacrifice members from a unit of Cultists embarked upon the Dark Altar to boost the Dark Altar's power. After choosing the Altar's power for that turn you may remove Cultists from the unit to change the power's effects by the following manner:
- Blessing of the Unholy - Costs D6 Cultists: The selected model may re-roll the Toughness test if failed. - Horrific Incantation - Costs D6 Cultists: The Strengh value is D6 + Turn number rather than D3 - Ruinous Enlightenment - Costs 2D6 Cultists: The range of the power is increased by 6" - Spectral Anomalies - Costs D6 Cultists: The power inflicts 2D6 hits rather than D6.
Note that models sacrificed in this manner do not generate any form of victory point for the enemy, nor will this effect cause them to take a Morale Check. Also note that the Cultists sacrificed can be from any unit currently embarked, not necessarily one which began the game embarked upon the Altar.
So imagine a Land Raider. Remove the top of the hull and place the Apostle and the Altar at the back near the engines. The rest of the insides are just a holding cell for Cultists waiting to be sacrificed.
I have seen things like this in the fluff (Roks) but I've never seen a model for it. Not sure if FW makes these.
Very similar to a SM drop pod, but a little orkier. Carries 12 models (Or 6 in mega armour, 3 killa kans, or 1 deff dread). When rolling to scatter, roll the scatter die and 2D6. On a double 6, the boydroppa will drift 1D6" and explode (S6, large blast), killing the occupants of the drop pod instantly (occupants in mega armour, or killa kans can save on a 6+, Deff Dreads on a 5+)
Don't know if the explosion should be more powerful... I'd imagine that anything underneath it when it hits the ground would be completely obliterated but everything within the radius of the explosion would be sprayed with shrapnel. Maybe place the Boydroppa, any models underneath are destroyed, then put a large blast template over that? Dunno
Average speed and decent armour but otherwise a simple, expensive box.
3Hp
F S R
13 13 12
BS4
Weapons
2 Twin-linked Heavy bolter
1 Twin-linked lascannon
2 Cyclone missile launchers
1 Hell tide chain-cannon
Helltide chain cannon S7 AP5 Heavy 6
Searchlights
Flyer, Strafing run, Ground attack mode
Ground attack mode turns the model into a heavy skimmer with a maximum move distance of 3 inches for the duration of the turn while all its weapons fire with ballistic skill 5 with precision shot
Swap the heavy bolters for twin auto cannons for 15 pts each
Swap the lascannons for twin autocannons for no cost.
May purchase extra armor for 10 points
350 points sound good for a ground attack gunship?
It's not entierly new, but it's upgraded apoc vehlcle for regular 40k.
Macharius Heavy tank - IG
Cost: 325p
Unit type: Tank
Unit composition: 1 Macharius
Heavy support choice
AV 14/13/12
BS 3
HP: 6 (Instead of 2 SP)
Wargear: Two Battle cannons (counts as one weapon)
Hull mounted twin-linked Heavy Stubber
Two side sponsons with Heavy Stubber
May take H-K missilee +10p
Pintle mounted Storm Bolter or Heavy Stubber + 10p
May exchange its sponson weaps. for HB or Heavy Flamers +20p (Inetad of 10. Now same price like on 5th dex)
Difficule terrain: Macharius can ignore low walls, hedges, bushes and rubble difficult terrain. Other types of difficult terrain it tests as normal.
Ripper tubes: The back of the Ripper Matriarch is covered in tubes. These tubes fire eggs in huge arcs, like a mortar. These eggs work like miniature mycetic spores, cracking open on impact, letting out a single ripper. All of the tubes are fired at once, firing dozens of eggs a huge distance. This lets the Matriarch fire entire ripper swarms long distances.
Fires a ripper swarm 60", scatters 2D6"
The Matriarch can also release a ripper swarm when fired upon, using the "Look Out, Sir!" rules, can also release a ripper swarm when assaulting or assaulted to assist in combat.
Finally, the Matriarch can release a ripper swarm in base-to-base contact during the shooting phase
The Matriarch essentially allows ripper swarms to deep strike within 60" of it during the shooting phase
I think it probably is a bit too OP at the moment, so has to be nerfed a bit
Warpworm (think of it as a Mawloc and a Landraider)
Can be taken as a dedicated transport for any of the four god's lesser daemons
Cost: 140 points as either a FA or HS choice (I can't decide) and 120 points as a transport
AV 13/10/13 (it's a long skinny thing, shooting it in the face or the butt doesn't do much, but it's pretty vulnerable on the sides)
Daemon, Assault Vehicle, No firing points, one access point (mouth), effervescent vomit, burrow, capacity: 10
Equipment: None, but can take the following,
Marks (if taken as a dedicated transport, must carry the mark of the God of its passengers)
Khorne -20pts, like the skull cannon, it gains D6 str7 ramming hits
Tzeentch - 5pts, reroll saves of 1
Slaanesh - 10pts flat outs an additional 6" and prevents over watching within 6"
Nurgle -15pts shrouded and It Will Not Die!
Weapons
Tongue lash -30pts kind of like a lash of Slaanesh/assault cannon. 2d6Str 6 Ap- and has Rending
Baleful torrent -30pts (same as drake and grinder) Str 6 Ap 3 template with torrent
Teeth - 10 pts increases the strength of the burrow large blast template
Rules:
Daemon (self explanatory) 5+ invuln and can be affected by Other daemon stuff
Burrow - this vehicle, must begin in reserves, with it's passengers if it was bought as a dedicated transport. On turn 2, on a 3+, you may place a large blast (with profile Str 4 ap2, Str 5 if the worm has teeth) that scatters a full d6, all models are removed as normal with saves allowed, then the warp worm is placed on top of the template and all models in the way are moved up to 6" from their position to make room while still remaining in unit coherency. All models that can not be moved as such are removed as well with no saves allowed. The worm can choose on at the beginning of any subsequent, controlling players turns and return to the battlefield using the same rules the turn following.
Assault vehicle - this one is slightly different, it is the same rule, meaning units disembarking can immediately do so but die to the nature of the beast, the usual "no assaulting after deep striking" rule does not apply to the worm's passengers.
Effervescent vomit: same as a land raiders frag launchers. All units assaulting after disembarking from this vehicle count as having assault grenades
Fluff: hailing from a deep dark daemon world where there is only night and large subterranean worms ply through the depths of the earth bearing daemons and the damned inhabitants of the surface, Warpworms have evolved to be all consuming omnivores. Their passengers have gained access and trust by feeding first their enemies to sate the worms appetite and then themselves to wrest control from the inner nerve cluster. The worms being simple but violent creatures do not care much for being controlled but as long as they're lead to ever greater quantities of food, they abide by their new master. Some who have led great raids into other daemon worlds and realspace have utterly spoiled their worms leading them to grow to monstrous proportions and actually develop a sort of infernal bond with their controllers. These then become the conductors and drivers for the warp's most terrifying strikes into the heart of reality.
(This could also be a train like the Daemon engine from the Ultramarines novels, but I figured a worm would be cooler and more daemon-y)
Daba wrote: Another idea for the Eldar 'Assault Vehicle' - based on the Epic Storm Serpent
Gale Serpent Mobile Webway Portal (125 points, Fast Attack)
BS4, AV: 12/12/10 (F/S/R)
Fast Skimmer Tank Assault-vehicle
Twin-linked Shuriken Catapults, Shuriken Cannon, Gale Serpent Portal
Gale Serpent Portal At the start of the game, one infantry unit per Gale Serpent may be kept in reserve. You may choose any turn to keep that unit in reserve rather than rolling, or you may choose to roll as normal.
When any infantry unit comes on from reserves (as long as they were not outflanking or deep striking), it may come into play via the Gale Serpent Portal as an access point; if it cannot, the unit is placed into ongoing reserves. When a unit disembarks from the Gale Serpent, the Gale Serpent may only move at combat speed during the movement phase, and only one unit may disembark from each Gale Serpent per turn.
Options It may take any vehicle upgrades from the Eldar vehicle upgrade list.
Upgrade the twin-linked Shuriken Catapults to a single Shuriken Cannon.
Upgrade the Shuriken Cannon to:
Scatter Laser - 5 points
Star Cannon - 5 points
Bright Lance - 5 points
Eldar Missile Launcher - 15 points
Here you are Happyjew - courtesy of Daba on page 3. It might not exactly be what you had in mind though....
looks like an annihilation barge but instead of a tesla destructor it carries a huge orb, has side mounted gauss/tesla cannons and a arc dimensional cannon underneath
heavy support
type:skimmer,open topped
BS:4 FA:11 SA:11 RA:11 HP:3
wargear: two gauss cannon(can be exchanged for tesla cannons for free), Quantum shielding
Arc dimenional cannon: RNG:24'' STR6 AP3 ASSAULT1 LARGE BLAST
Resurrection orb: it grants all necron units with the reanimation protocols special rule within 12'' of the barge a 4+ RP roll and gives the barge it will not die>
Alluring Speakers - Affects one unit within 18" of the palace. Unit takes a leadership test. If the test fails, units move 6" towards the palace. Counts as a shooting attack.
Special rules:
Horror Within decadence - The horrors inside these Slaaneshi palaces are known to break a man's spirit outright. At the start of each phase, all models whithin 1" of the palace must take a leadership test. Models that fail the leadership test are removed as casualties. They have been drawn inside the Palace.
Edit: Just learned what a harem is. Changed the name. Sorry if anyone was offended.
Take a tank or vehicle from any codex with any load out. All special rules still apply. Weapon range reduced by 25%. Av -1 on all sides. Same point cost. BS = 2. HP = -1
Doctor_g --
I like it!! but I would think that Orks just throw more slabs of metal on the vehicle to make more "Orky" how about since you lose a point of armor on each location, bump the HP up by one instead of the loss of an HP. More Metal!!!!
Dedicated Transport
Unit Composition - 1 land raider Nike
Unit Type - Vehicle (Tank)
Wargear - Dozer Blade, Extra Armour
Transport Capacity - 8 Jump Pack equipped Space Marines - may not carry a SM if it does not have a jump pack
Special Rules - Assault Vehicle, Nok Smoke Launcher, Nike Launcher, Fast (Blood Angels)
Options - Searchlight -1 point, Hunter Killer Missile - 10 points
Fire Points - none
Access Points - special - see Nike Launcher
Special Rules
Nok Smoke Launcher - A multiuse smoke launcher. After each use roll a die. If there are still embarked troops, on a 1 the system is exhausted and cannot be used for the rest of the game. If there are no troops the system is exhausted on a 1 or 2.
Nike Launcher - The Nike assault launcher enables the SM to make a disembark while allowing them to use their jump packs. They may only disembark from the front of the Nike, and may only be placed in the front 45 degree angel as per a hull mounted weapon's fire arc, but do not have to be placed in base contact with the land raider, instead measure total distance from the front ramp of the Nike to the front of the model's base. The use of the assault launcher also allows the marines to move 12" as a disembark move and allow the use of the Skyborne rule. If the marines start or end their movement in difficult or dangerous terrain they have to make a dangerous terrain test. They may also use their jump pack in the same turn for the assault phase.
In the case of an emergency disembark the SM use the above rules except the marines only disembark 6' and automatically have to make a dangerous terrain test. If they would be required to take a dangerous terrain test due to existing terrain they are entering/leaving then each model suffers a Wound on a 1 or 2 instead of a 1.
Due to the design of the launching system SM cannot embark upon a Nike during battle, they have to start the game deployed on the Nike.
History (very liberal here, I don't read much GW novels)
After the Unification by the Emperor and his forces many of the heavily populated and industrialized worlds had their defensive systems rebuilt and modernized. The powerful air defense and artillery batteries proved a great boon to the populace against xeno encroachment. But after the Horus Heresy some governors of these worlds tried to break away from the Imperium. The Blood Angels found that trying to use drop pods and Thunderhawk transports anywhere near the large population centers of some of these worlds was nearly suicide, and the overland approach long and designed to bleed them of their strength. However, with the overcharged engines and rugged design land raiders would be able to cross large distances rapidly and shrug off attacks that would leave rhinos and razorbacks wrecks. These marvels however were unable to transport the Blood Angel's premier troop, their jet pack equipped assault troops. Calling upon the Adeptus Mechanicus the machine men of Mars developed the Nike variant of the land raider. A few production runs of this variant were built and deployed with the Blood Angels on these recalcitrant worlds.
The Nike land raider uses a nearly prototype system which locks the marines into shock harnesses and practically loads them into the vehicle. The Nike AL then plugs into the marine's jump pack and feeds it fuel and causes the jump pack to maintain a continuous, but not full strength, burn as the land raider enters a conflict zone. This continuous burning would normally cause a massive build up of toxic and corrosive exhaust that would damage the land raider and possibly kill the marines inside. In order to overcome this problem the land raider has a powerful exhaust system which vents along the bottom sides of the land raider in vents much like that of previous era vector thrust nozzles. Making good use of the exhaust the Adeptus Mechanius linked this into a more powerful smoke generator system to allow the Nike to move under cover while in combat. When it comes time for the marines to leave the Nike the system brings their jump packs to full power, and beyond. A ram system that is part of the harness then helps launch the marine through one of four irises on the front of the land raider. The system can launch all eight marines in under a few seconds. However, getting back inside the vehicle is a lengthy, difficult process that would leave any marine attempting in combat too exposed for too long to be feasible, making it impossible for marines to get back on the transport while under fire.
The spearhead of the Blood Angels attack with standard land raiders carrying terminators the Nike and its assault crews proved able to overcome the rebellious governments and once again establish the might and the will of the Emperor on these worlds. However, despite it effectiveness in the role, its lack of weaponry, limited transport capability, inflexibility troop type, and inability to board during combat rapidly saw the Nike falling out of favor over more traditional land raiders variants. Within a few generations the Nike had entirely disappeared from the Blood Angels armories. Their story does not end there. For some of the Blood Angel's less well supplied successor chapters still house these ancient vehicles. These chapters religiously maintain them, and with the rugged design of the land raider and the Nike and Nok systems keeping them in service has not been a terrible chore.
Take a tank or vehicle from any codex with any load out. All special rules still apply. Weapon range reduced by 25%. Av -1 on all sides. Same point cost. BS = 2. HP = -1
Doctor_g --
I like it!! but I would think that Orks just throw more slabs of metal on the vehicle to make more "Orky" how about since you lose a point of armor on each location, bump the HP up by one instead of the loss of an HP. More Metal!!!!
This is pretty much exactly like what looted vehicles were like in the Second Edition Ork codex... Honestly, how looted wagons should be!
Special Rules: Power of the Machine Spirit, Chapter Tactics, Plasma Overcharge
Plasma Overcharge: Once per game, if the Land Raider Hades did not move this turn, it may fire it's hull mounted plasma cannon and both sponson mounted ignatus cannons twice.
Automatically Appended Next Post: Haven't thought of a points value yet. Any help?
As the speed freak kults grow bigger and bigger, the variety of contraptions that the rest of the galaxy witness becomes wider, more dangerous, and more downright mad. One such new vehicle to sprout up more and more is a light machine known as a Rokkit Buggy. These mad adaptations of "regular" warbuggies involve a Mek attaching a large rack of high explosive, rocket propelled canisters to the back of the chassis instead of a normal weapon mount. These buggies are then rolled into a war zone, their pilots driving at insane speeds while unleashing a devastating volley of rudimentary explosives in the general direction of the enemy. The rate of fire of the rockets it typically similar to an automatic weapon, meaning that the canisters slam into enemy lines in a constant mass. Naturally, being Ork technology, this loadout doesn't come without its risks. Many rockets veer off course, hitting friendly avancing forces, while others fail to fire at all. The biggest risk is the rack of rockets detonating as the primer is ignited - an extremely entertaining sight for any Ork that isn't within 100 metres of the buggy in question. However, despite its flaws, biggest being the driver firing off his rockets in one very trigger happy volley - swiftly leaving him without ammunition - the Rokkit Buggy is an Ork vehicle to be feared. Fast, agile (for Ork standards at least), and packing a awesome punch, it is a fool indeed who stays within a Rokkit Buggy's rusty rangefinders for more than a few seconds - the responding barrage is enough to flatten the toughest of fortifications or the strongest of mobile armour.
Regular - St - 6 Ap - 4 Assault 1, pinning
Big Barrage - St - 8 Ap - 3 Heavy 1, Ordnance, Pinning, Blast
Special rules
Rokkits.... AWAY! - Each rocket barrage has a varied level of canisters launched. Before the Rokkit Rack is fired, roll a D6. On a 1, an early primer trigger has occurred. The buggy is sent skywards in a roiling explosion of oil and flying Rokkit canisters. Treat the buggy as though it has suffered a "destroyed" result on the vehicle damage table, except the explosion range is 3d6. On a 2, the rockets have gone out of control - your opponent may re roll the scatter dice if he wishes, with the second result applying, or pick another target within 3d6 if it's a standard barrage. Regardless of the result, add on the number rolled to the number of rockets fired this turn... even if the buggy exploded.
Big Barrage - Most Mekboys fit a fast trigger that can prime all the rokkits at once. If the player chooses to use the Big Barrage, follow the rules above, using the "Big Barrage" profile above too. After this volley, the driver has exhausted his ammo supply - the rokkit rack cannot be fired for the rest of the game.
Hope you enjoyed reading!
Not an Ork player, but man that would be fun to see!
Traitor Guard stalker tank: four-legged armored sentinel with moves through terrain, fleet and two heavy weapon options.
Actual chaos land raiders would be nice. Bale flamers, hades autocannons, sonic weapons, ecto-plasma cannons etc.
Some grots have found some special fire breathing squigs and bolted their lips shut, the increase in flammable gasses causes the squigs to float and a small crew of grots have lashed a few squigs together to make a floating platform, from which they hurl bombs at the targets below.
movement 24 inches scattered
Armour 10 all round
on the owning players turn, they must roll a d6, on a 6- or on a penetrating hit - one of the squigs explodes ignited the entire contraption sending it crashing to the ground 2d6 scattered, place the large blast marker over its landing point. Any model underneath suffers a heavy flamer hit
HurlyBombs - The player can place up to 6 small blast templates along the path the contraption travels which always scatter d6.
S7ap4
Weapons
2 big shootas
1Rokkit launcher
hurly bombs
Can take:
2 more big shootas 10pts each
BiggBombz 20pts instead of hurly bombs. Place 3 large blast markers instread, St8ap3
Grot Navigashuns: Rather than usual flyer movement, the orkenburg always moves 24 inches
Windy: due to its massive size it can be pushed around by the wind. roll 3d6 each turn and a scatter dice and take the lowest two, the orkenburg is pushed off course by this much
Ragnarok Heavy tank: Heavy support choice for DKoK Siege regiment and armored brigade lists, can be squadronned 1-3
BS: 3
Front Armour: 14
Side Armour: 13
Rear Armour: 11
Hull Points: 3
Type: Tank, heavy
Wargear: Ragnarok Demolisher cannon, 2 heavy stubbers on sponsons, searchlight, smoke launchers
Ragnarok Demolisher cannon
Range: 36"
Str: 10
AP: 2
Type: Heavy 1, Large Blast, Ordnance
Special Rules: Lumbering Behemoth, Trench War tank
Trench War tank: You never take Dangerous/Difficult terrain test, but you cannot go at cruise speed.
Option: May swap its heavy stubbers for heavy flamers for 5 pts, may take all the other IG vehicle upgrades for their relevant point costs.
170 pts
Now it doesn't really fill a hole in the Krieg pdf, but I assume that it would just replace the Leman Russ and then we'd strap a few million variants of it.
Tau Skyfish Gunship
BS: 4 / Front: 11 / Side: 11 / Rear: 10 / HP: 3
Type: Vehicle (Flyer)
Armaments:
- one nose-mounted Ion Cannon
- two wing-mounted High-Yield Missile Pods
- Decoy Launchers
Tau Raystrike Gunship
BS: 4 / Front: 13 / Side: 11 / Rear: 10 / HP: 3
Type: Vehicle (Tank, Skimmer)
Armaments:
- one Twin-Linked Railgun
- one twin-linked Smart Missile System
- Shield Generator
- Automated Repair System
Rules:
- AI Controlled: Longstrike cannot be taken as an upgrade to the Raystrike Gunship. <-- for balance, because BS5 Twin-Linked would very-rarely miss! - Extreme Firepower: So long as the Raystrike remains stationary, it can fire its Twin-Linked Railgun at Ordnance 1 instead of Heavy 1. However, doing so reduces the Invulnerable save provided by the Shield Generator to 5+ until the controlling player's next turn.
Necron Aeonic Orb (Apocalypse only model)
BS: 5 / Front-Side-Rear: 14 / HP: 4 / SP: 4
Type: whatever the Monolith is plus Super-Heavy
Armaments:
- Aeonic Orb (Range: 96" / Strength: D / AP: 1 / Ordnance 1, 10" Blast, Shield Breaker (Inv. saves must be re-rolled), Incineration (FnP and IWND rolls cannot be taken))
- Twin-Linked Particle Whip
Rules:
- Particle Destruction: The Aeonic Orb can use its Twin-Linked Particle Whip for Overwatch even when locked in close-combat.
Land Raider Titan The Black Cell rarely uses transports, instead relying on infiltration to get up close to the enemy, and because of this, they have modified nearly all of their vehicles to accept nearly any weapon type. 90% of their Rhinos are now Razorbacks or Whirlwinds, but their most devastating creation is their exclusive Titan-pattern Land Raider, which trades its transport capability for ammunition or power cell storage. Able to be outfitted with a huge selection of weapons, the Land Raider Titan is the Black Cell's final word in armored tanks.
Land Raider Titan- 170 points
BS4 F14 S14 R14
Unit Type: Vehicle (Tank)
Weapons: Turret twin-linked Heavy Bolter
Transport: none
Fire Points: none
Options:
May replace turret Heavy Bolter with one of the following:
- Two Plasmaguns.........................................15 points
- Twin-linked Assault Cannon..........................20 points
- Twin-linked Multi-melta.................................20 points
- Twin-linked Plasma Cannon..........................25 points
- Typhoon Missile Launcher............................25 points
- Twin-linked Lascannon.................................25 points
- Twin-linked Grav-cannon...............................35 points
A Land Raider Titan may also have two side sponsons with are both armed with one of the following:
- Two twin-linked Heavy Bolters...............15 points
- Hurricane Bolters.................................20 points
- Two twin-linked Plasmaguns.................25 points
- Flamestorm Cannons...........................30 points
- Twin-linked Multi-meltas........................30 points
- Twin-linked Autocannons.......................30 points
- Twin-linked Lascannons........................35 points
- Typhoon Missile launchers....................40 points
- Twin-linked Assault Cannons.................40 points
A flame lance can be fired as a Heat Lance or as a Flamer(both of which would benefit from being twinlinked in this case)
Can move 12" and fire all weapons
Darkness field whenever a unit fires at the Lancer, roll a D6 and deduct it from the range of each model firing. Any shot that is out of range automatically misses. Stacks with Night Shield if taken.
So basically it is a really deadly, really short ranged, fragile skimmer. If it gets within 9" it has 3 twin linked shots at str6 with the melta and lance rules. It will utterly destroy a land raider if given half a chance, but it isn't very durable. It has some resistance to short ranged weapons, if you take a Nightshield, but with it being so close they still may not take that much of of range.
McNinja wrote: Land Raider Titan The Black Cell rarely uses transports, instead relying on infiltration to get up close to the enemy, and because of this, they have modified nearly all of their vehicles to accept nearly any weapon type. 90% of their Rhinos are now Razorbacks or Whirlwinds, but their most devastating creation is their exclusive Titan-pattern Land Raider, which trades its transport capability for ammunition or power cell storage. Able to be outfitted with a huge selection of weapons, the Land Raider Titan is the Black Cell's final word in armored tanks.
Land Raider Titan- 170 points
BS4 F14 S14 R14
Unit Type: Vehicle (Tank)
Weapons: Turret twin-linked Heavy Bolter
Transport: none
Fire Points: none
Options:
May replace turret Heavy Bolter with one of the following:
- Two Plasmaguns.........................................15 points
- Twin-linked Assault Cannon..........................20 points
- Twin-linked Multi-melta.................................20 points
- Twin-linked Plasma Cannon..........................25 points
- Typhoon Missile Launcher............................25 points
- Twin-linked Lascannon.................................25 points
- Twin-linked Grav-cannon...............................35 points
A Land Raider Titan may also have two side sponsons with are both armed with one of the following:
- Two twin-linked Heavy Bolters...............15 points
- Hurricane Bolters.................................20 points
- Two twin-linked Plasmaguns.................25 points
- Flamestorm Cannons...........................30 points
- Twin-linked Multi-meltas........................30 points
- Twin-linked Autocannons.......................30 points
- Twin-linked Lascannons........................35 points
- Typhoon Missile launchers....................40 points
- Twin-linked Assault Cannons.................40 points
I'd honestly say this needs a price hike, even with paying for upgrades, or else you may start straying into the heretical realm of . I'd say base price should be at least 200, otherwise it'd be the cost of a mid-value Leman Russ.
McNinja wrote: Land Raider Titan The Black Cell rarely uses transports, instead relying on infiltration to get up close to the enemy, and because of this, they have modified nearly all of their vehicles to accept nearly any weapon type. 90% of their Rhinos are now Razorbacks or Whirlwinds, but their most devastating creation is their exclusive Titan-pattern Land Raider, which trades its transport capability for ammunition or power cell storage. Able to be outfitted with a huge selection of weapons, the Land Raider Titan is the Black Cell's final word in armored tanks.
Land Raider Titan- 170 points
BS4 F14 S14 R14
Unit Type: Vehicle (Tank)
Weapons: Turret twin-linked Heavy Bolter
Transport: none
Fire Points: none
Options:
May replace turret Heavy Bolter with one of the following:
- Two Plasmaguns.........................................15 points
- Twin-linked Assault Cannon..........................20 points
- Twin-linked Multi-melta.................................20 points
- Twin-linked Plasma Cannon..........................25 points
- Typhoon Missile Launcher............................25 points
- Twin-linked Lascannon.................................25 points
- Twin-linked Grav-cannon...............................35 points
A Land Raider Titan may also have two side sponsons with are both armed with one of the following:
- Two twin-linked Heavy Bolters...............15 points
- Hurricane Bolters.................................20 points
- Two twin-linked Plasmaguns.................25 points
- Flamestorm Cannons...........................30 points
- Twin-linked Multi-meltas........................30 points
- Twin-linked Autocannons.......................30 points
- Twin-linked Lascannons........................35 points
- Typhoon Missile launchers....................40 points
- Twin-linked Assault Cannons.................40 points
I'd honestly say this needs a price hike, even with paying for upgrades, or else you may start straying into the heretical realm of . I'd say base price should be at least 200, otherwise it'd be the cost of a mid-value Leman Russ.
No troop capacity and very generic weapon choices, where does the cheese enter, its essentially just pimp my landraider?
Heavy Vehicle, Transport (20), Open Topped, Extra Armour, Amphibious, Orketual Moshun
Oketual Moshun
The Orky Mobile Assaultkraft is immune to the effects of immobilise results, but if it would otherwise suffer the effects of immobilisation a single embarked model must be removed as a casualty with no save of any sort allowed.
If there are no models embarked on the Assaultkraft, it may not move. (immobilise results have no effect if no models are embarked)
Oh, whoops, I didn't notice the lack of transport capabilities. In that case, I might say it's fairly priced, I'd personally tack maybe another 5-10 points, but this is definitely not cheesy in the way I read it .
This transport should be based on the Maulerfield and people should mainly convert its' hull with a blur of Terminator, Obliterator and Mutilator parts so that it looks like they rotate around it. It should have rules like the existing models so being realistic it still have 12/12/10 and WS/BS of 3 and is of course a Walker.
The model should be able to carry up to 7 models but those models may be all the kinds of Bulky and may have Jump Packs and may be 2 different units which for example could take a single Daemonic transport as Dedicated transport. All passengers may shoot out as they're semi-absorbed to the outer hull of the vehicle while being transported without the vehicle being open-topped or have any Fire-points.
Bonuses while transporting:
Either:
Shots hitting the transport have the possibility to hit the passengers instead (let's say on a 5+ a passenger is hit instead of the transport)
or:
While transporting at least 5 models the transport gains +1 to all armour locations.(Could be just to the Front and Side armour as I imagined that the models being carried are placed like so: 3 on each side and one to the front. Alternatively the model is modelled so as the entire hull/torso is a blur of Chaos Terminators, Possessed Marines, Mutilators and Obliterators and this way would grant a +1 to all locations.)
Also when in combat:
If at least one model is being transported while the transport is in close combat, the transport will have the WS equal to one of the passenger with the highest WS. If at least 5 models is transported while being in close combat, the transport gets +2 Attacks or maybe +D6 S4 attacks at I1.
The transport have some close combat attacks of some sort and is of course Daemon, It Will Not Die, Fleet, Daemonic Possession and Daemonforge.
It should also have Assault vehicle and be a Dedicated transport for Terminators, Possessed Marines, Mutilators and Obliterators.
Some rules which make more sense fluff-wise but which will nerf it:
Only models with Daemon may be transported or only models with Daemon may grant some sort of bonus to the vehicle while being transported.
Land Raider Reaver.... 250 points Designed by warsmiths of the khornate warband the Void Reavers, it combines powerful daemonic possession and new weaponry into the already powerful Land Raider chassis.
BS..FA..SA..RA..HP .3....14...14..14....4
Unit Type: Vehicle (Tank, Transport)
Wargear: Twin-linked Assault Cannon, two Hades Autocannons, Searchlight, Smoke Launchers
Special Rules: Assault Vehicle, Greater Daemonic Posession
Greater Daemonic Possession: The Land Raider contains the bound essence of a Greater Daemon. Going wild with madness from imprisonment, nothing can stop the vehicle from unleashing a barrage of fire, even when loyalist Land Raiders wouldn't be able to. The vehicle ignores shaken and stunned results and in addition it can fire all of its weapons at its full BS even after moving at cruising speed. It may fire all of its weapon as snap shots if it moves flat out or uses smoke launchers. All other rules for Daemonic Possession apply. In addition, each Land Raider Reaver may choose what type of Greater Daemon is bound within the vehicle, following the chart below.
Bloodthirster: Khorne Berserkers and models with the Mark of Khorne add 1 to their charge distance.
Keeper of Secrets: Noise Marines and models with the Mark of Slaanesh gain the Hammer of Wrath special rule on the turn they disembark from the Land Raider Reaver only.
Great Unclean One: Plague Marines and models with the Mark of Nurgle gain the Shrouded rule special rule on the turn they disembark from the Land Raider Reaver only.
Lord of Change: Thousand Sons and models with the Mark of Tzeentch's weapons have -1AP on the turn they disembark from the Land Raider Reaver only.
Transport: 10 models
Fire Points: None
Access Points: One on each side and one front ramp.
Options: Land Raider Reavers may select options from the Chaos Vehicle Equipment list.
World Eaters have a long history of furious assault and relentless Fury. And their hunger for combat and blood push them to go further and faster on the Path of Carnage to an extent that World Eaters Warpsmiths have modified Rhinos vehicles to fullfil that precise objective.
Options:
(See the options entry for the Leman Russ tank)
Avenger Assault Launcher:
S: 6 AP: 3 Heavy 3 Blast 48"
S: 5 AP: 4 Heavy 2 Large Blast 36"
Fluff:
The Leman Russ Avenger is a rarely seen variant of the standard Battle Tank. It replaces the large battle cannon with a quad barreled large explosives launcher that can fire a wide array of different munitions. The first and most prolific is the Grudger Rounds which were during the 5th Black Crusade to deal with Khornate Berzerker Charges. The second most common is the Purger Rounds which are commonly employed on Avengers deployed to engage Tau or Eldar forces. This tank isn't well liked by most Imperial Commanders since they feel the standard battle tank does the same job but is far easier to replace. However, some believe the tank can be used as an effective line breaker.
A nice basic Psy-Speeder, probably room for an SM variant but I could see Chaos using one of these, since ya know, in ten thousand years we never had any speeder crews turn to the dark side... Anyways!
Pilot is a Level 1 Psyker. Roll as normal for spell selection before deployment with the exception that you cannot take a Primaris Power, the Pilot hasn't spent as much time as a proper Psyker and thus cannot hope to attain the same mastery.
Options: May replace the Heavy Bolter with
Reaper Cannon..... 15 pts
Melta Gun...... 25 pts
Pilot may upgrade to Mastery Level 2....... 25pts
May take a single Mark Of Chaos, except Khorne
Nurgle..... 15pts Psy-Speeder gains the It Will Not Die USR Tzeentch...15pts Psy-Speeder may reroll failed psychic tests
Slaanesh...10pts Psy-Speeder may turbo-boost 1d6+1 extra inches
May take items from the Chaos Vehicles Upgrades list.
When the Psy-Speeder suffers a Perils of the Warp remove a single hull point as if struck by a glancing hit.
Quick Hands - Quicker Mind! - If the Psy-Speeder suffers any glancing or penetrating hit, from any source, roll 1d6, on a roll of 5+ ignore the hit. If this happens treat the Psy-Speeder Pilot as having 1 less Mastery Level until the end of the next turn. If this would reduce their Mastery Level to zero then their Mastery Level becomes zero and any psychic powers cannot be manifested. When making a Deny The Witch roll the Psy-Speeder always counts as being at it's original Mastery Level. If a glancing hit happens as a result of Perils of the Warp roll in which a wound is suffered but the power succeeds and subsequently the QH-QM! roll is made then the psychic power is not manisfested. The Pilot can be assumed to have spent all his remaining psychic power to evade the mental blow. Alternatively the Pilot may choose to take the Perils wound instead of rolling the d6, thus allowing the psychic power to be manifested.
So, there she be. What do you guys think? I just looked for a vehicle or unit that the CSMs lacked but tried not to just "put spikes on it". I think this guy would make a nice addition to a Thousand Sons themed army!
Ig Armoured Car [proper name = Karkinos](fast attack)
(basically a chimera variant)
point cost 100 points per model can take up to 3 per squad
stats are bs3 f12 s12 r10
wargear
twin linked heavy bolters
heavy bolter
searchlight
smoke launchers
extra armour
options
- replace twin linked heavy bolters with:
twin linked heavy flamers............free
twin linked auto cannons......... 15 points
all the regular take any of the follwoing.
# 2
ig technical (designated transport option)
point cost 30 points
bs 3 f 10 s 10 are 10
wargear
pintle mounted heavy stubber.
open topped
special rule: open field of fire
any weapon equiped by the technical has a 360 degree field of fire.
transport capacity
6 models
options
a technicall may replace its pintle mounted heavy stubber with:
- twin linked heavy stubber ........ 5 points but reduces the transport capacity by 1
- missle launcher ....15 points but reduces the transport capacity by 1
may take
-smoke launchers
-camo netting
-extra armour
-dozer blade
idea #3
Ranged anti-tank chimera varient (fast attack) [proper name = Laelaps]
may take up to 3 per squad
Points 120
stats are bs3 f12 s12 r10
war gear
hull mounted twin-linked las cannons
extra armour
options
may take dozer blade
smoke launchers
camo cloaks.
hunter killer missle
pintle mounted heavy stubber.
Options:
(See the options entry for the Leman Russ tank)
Avenger Assault Launcher:
S: 6 AP: 3 Heavy 3 Blast 48"
S: 5 AP: 4 Heavy 2 Large Blast Ignores Cover 36"
Fluff:
The Leman Russ Avenger is a rarely seen variant of the standard Battle Tank. It replaces the large battle cannon with a quad barreled large explosives launcher that can fire a wide array of different munitions. The first and most prolific is the Grudger Rounds which were during the 5th Black Crusade to deal with Khornate Berzerker Charges. The second most common is the Purger Rounds which are commonly employed on Avengers deployed to engage Tau or Eldar forces. This tank isn't well liked by most Imperial Commanders since they feel the standard battle tank does the same job but is far easier to replace. However, some believe the tank can be used as an effective line breaker.
i like this a lot, but i think it basically makes the eradicator useless. I think something more like 180-190 points rather than 200 though.
Automatically Appended Next Post:
Hawky wrote: It's not entierly new, but it's upgraded apoc vehlcle for regular 40k.
Macharius Heavy tank - IG
Cost: 325p <---- this is really really high
AV 14/13/12 <----- good stats but not worth the points
BS 3
HP: 6 (Instead of 2 SP)
Wargear: Two Battle cannons (counts as one weapon) <----- are they twin linked or you actually get two shots
Hull mounted twin-linked Heavy Stubber
Two side sponsons with Heavy Stubber
May take H-K missilee +10p
Pintle mounted Storm Bolter or Heavy Stubber + 10p
May exchange its sponson weaps. for HB or Heavy Flamers +20p (Inetad of 10. Now same price like on 5th dex)
Difficule terrain: Macharius can ignore low walls, hedges, bushes and rubble difficult terrain. Other types of difficult terrain it tests as normal.
Variants
Vanqisher: +50p
Vulcan: +80p (Vulcan Mega bolter) <--- massive increase in points
Omega: +30p (Plasma Blast gun)
Vanquisher - (Blast shell) 72' S8 AP3 - Ordnance 2, large blast
(AP shells) 72'' S8 AP2 - Heavy 1, twin-linked, armourbane.
Vulcan mega bolter - 68' S6 AP3 - Heavy 15 <---- good in theory but 405 points good?
Plasma Blastgun - (pulsed) 60'' S7 AP2 - Ordnance 3, Large blast <---- make this slightly more expensive but twin-linked.
(maximal) 72'' S9 AP2 - Ordnance 3, large blast, gets hot