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Made in us
Auspicious Skink Shaman





U.S.

So, I've had a hankerin' for some new units so I have decided to start a new series known as Weapons of Mass Destruction. Basically once per week on a Wednesday, I am going to post a new unit for Warhammer 40k. So without further adu.

Grot Bomma
BS: 3
Hull Pints: 2
Front Armor: 10
Side Armor: 10
Rear Armor: 10
Special Rules: Supersonic, Flyer,
Kommikazee!: The turn after the Bomma has dropped all it's bombs, it may make Kommikazee attacks. This attack is treated as a Vectored Strike, doing D3+1 S8 AP4 hits one target the Bomma moves over, and to the Bomma itself.
Snappbams: operate just like burna bomms but with the following stats.
S: 4
AP: 6
Notes: Blast 1

Whaddaya think?

This message was edited 3 times. Last update was at 2012/10/17 20:29:42


 
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

Needs a BS mate, and a points cost.

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc






Battle Barge Impossible Fortress

Looks cool- Surprised it doesn't have a kamikaze attack
   
Made in us
Auspicious Skink Shaman





U.S.

Thanks guys.

 
   
Made in us
Auspicious Skink Shaman





U.S.

Rules updated,


Automatically Appended Next Post:
Well, me bithday's comin' up soon, so I will post a special unit early! Yay!
In the grim darkness of the future, there is only... PARTIES!!!
Party Orks
Basically an ork boy with the special rule: PARTY TIME!!! and a birfday shoota!
PARTY TIME!!!: Orks love a good party, and a war is like a big, violent one for orks! Once per game during the close combat phase or shooting phase, orks get double the amount of normal attacks.
Birfday Shoota: The birfday shoota is a very special gun that has the exact same stats as a shoota wxecpt for every time the unit fires it, both you, your ally(s) and your opponent(s), must spontainiously dance for 10 seconds.


P.S. you guys can suggest stuff too ya know.

This message was edited 1 time. Last update was at 2012/10/13 03:44:01


 
   
Made in us
Killer Klaivex




Oceanside, CA

Updated with my ideas.

 Orkboy1 wrote:

I have decided to start a new series known as "Da Mass Destruktion".

Grot Bomma
BS: 3
Hull Pints: 2
Front Armor: 10
Side Armor: 10
Rear Armor: 10
Special Rules: Supersonic, Flyer,
Kommikazee!: The turn after the Bomma has dropped all it's bombs, it may make Kommikazee attacks. This attack is treated as a Vectored Strike, doing D3+1 S8 AP4 hits one target the Bomma moves over, and to the Bomma itself.
Snappbams: operate just like burna bomms but with the following stats.
S: 4
AP: 6
Notes: Blast 1

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Auspicious Skink Shaman





U.S.

That looks much better than mine, ima change mine.

This message was edited 1 time. Last update was at 2012/10/17 20:28:20


 
   
Made in us
Auspicious Skink Shaman





U.S.

Alright, Episode 2! Ere we go lads!
Tau Bladelayer
WS 4
BS 3
S 4
T 3
W 1
I 3
A 1
Ld 5
Sv 5+
Equipment:
Dark Matter Blades (give a +1 Strength bonus included in profile.)
Special Rules: Once per game, the Bladelayer may call an artillery strike. Place a Large Blast template anywhere on the board using the rules for Deep Strike, the attack has the following profile:
S: 7
AP: 3
Assault 1
Wadda ya think?


 
   
Made in gb
Worthiest of Warlock Engineers






preston

A bit to close combaty for Tau-there generaly a ranged army

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in us
Auspicious Skink Shaman





U.S.

I know, the entire point of their existence is to be Tau's close combat counter.

 
   
Made in gb
Hallowed Canoness





Between

... But what is it? A battlesuit? A drone? A turnip?



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
Power-Hungry Cultist of Tzeentch




Creed's Pimp Den

 Orkboy1 wrote:
Rules updated,


Automatically Appended Next Post:
Well, me bithday's comin' up soon, so I will post a special unit early! Yay!
In the grim darkness of the future, there is only... PARTIES!!!
Party Orks
Basically an ork boy with the special rule: PARTY TIME!!! and a birfday shoota!
PARTY TIME!!!: Orks love a good party, and a war is like a big, violent one for orks! Once per game during the close combat phase or shooting phase, orks get double the amount of normal attacks.
Birfday Shoota: The birfday shoota is a very special gun that has the exact same stats as a shoota wxecpt for every time the unit fires it, both you, your ally(s) and your opponent(s), must spontainiously dance for 10 seconds.


P.S. you guys can suggest stuff too ya know.


That sir, is the best idea for an ork unit ever. There should be some sort of boombox on hand to play Happy Birthday on request as well.

Betwixt and Between's Bros 4-1-3 (1750pts)
Strike Force Icarus 24-2-15 (2000pts)
Prince Hiccup and his Merry Band of Caledor: 27-4-5 (4000pts)

Take the Magic: The Gathering 'What Color Are You?' Quiz.
 
   
Made in us
Auspicious Skink Shaman





U.S.

1. Dey are troopers,
2. Yus! And also, Halloween is coming, so get ready to be scared out of your battle suits/ tanks/ dreads/ power armor!

 
   
Made in gb
Hallowed Canoness





Between

It sucks.

Give a Tau a magic knife and he's still a Tau with bad eyes, weak muscles and short arms. You've in no way justified the increased Weapon Skill or Initiative. In the same way, why are they only Leadership 5? Surely a close-in combat unit should be BRAVER than the average camel-toe? Finally, why are they wearing crappy flak armour? High-tech carapace suits and high strength ranged weapons are the iconic elements of Tau infantry.

Oh, no. One more question. Why is their "once per game" artillery strike so weak? In what way is it tied to them? It doesn't even use their ballistic skill.

If you really want to make a "close combat Tau infantry" unit without breaking character entirely and making something that can only be a slave race, then it would look something like this;

WS 3
BS 3
S 3(4)
T 3
W 1
I 2
A 1 (2 for Shas'ui)
Ld 8
Sv 4+

Infantry (Fast Attack)

Squad size: 5 + Shasui (May buy up to 6 more for cost of a Firewarrior + 6 points)

Wargear: Darkmatter Blade (+1 Str, Rending), Pulse Pistol (Rng 12" S5 AP5 Pistol) Carapace Armour, Photon Grenades, Thunderflash (Offensive) Grenades, Tallisera Bonding Knife

Options: Any model may be exchange Pulse Pistol or Darkmatter Blade for a Guardian Shield (5++ Invulnerable save) for Free
Shas'ui may take a hardwired Drone Controller (up to 2 Gun or Shield drones)
Shas'ui may take a Blacksun Filter
Squad may be mounted in a Devilfish (cost)
Squad may be given Jump Assist Thrusters (Deep Strike and Move Through Cover) 30 points



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Auspicious Skink Shaman





U.S.

Alright, alright keep your battle suit on, it's my first time with tau rules okay? I aw thinking of using some kind of chainsaw before so I guess I dodged a bullet there, but they are GENETICALY MODIFIED, lighter bones, more predator insticts= slight frenzy and better cc.

 
   
Made in us
Ship's Officer





Reading, UK

 Orkboy1 wrote:
Alright, alright keep your battle suit on
Made me laugh out loud, thank you

I do somewhat agree with Furyou, there has to be more logic behind the boost to CC. The CC units in the IG are justified by having either intense training, extensive bionics, power fists/eviscerators/etc. Even then, most are still kinda crap.

I think the Tau are pretty famous for using their own source of allies (even prior to the allies rules) so any CC unit would probably reflect that somehow. That, or make a melee battlesuit. The only one I can think of is Farsight(?) but I think a WS4, S5, T4, 2W, power weapon/shred 'frenzy' type suit would be a cool idea.

DoW

"War. War never changes." - Fallout

4000pts
3000pts
1000pts
2500pts 
   
Made in us
Auspicious Skink Shaman





U.S.

Yo welcome, I'll be here all week. If i had put a sneaky lil description, it would have talked about their training, bionics, and genetic deffirences, but I didn't so watevs.

 
   
Made in us
Auspicious Skink Shaman





U.S.

Hey hey hey! Episode 3!
Tesla Upgrade. fer Orks
Tesla Field: any Infantry units or singular models within 6" of the model of this upgrade must take 2D6 S5 AP6. If the targeted unit or singular model is missed, the model with the upgrade must take a S3 AP6.
Waddaya think?

This message was edited 3 times. Last update was at 2012/10/25 05:41:30


 
   
Made in us
Rough Rider with Boomstick




Gunblaze West

... if no armour saves are allowed what is the point of it having an Armour pen? Also this is ridiculously overpowered... no armour saves? positively ludicrous..... mabye if you repealed the no armour and made it ap - then it would be ok but other then that i would say no

 Kilkrazy wrote:
We moderators often make unwise decisions on Friday afternoons.
 kestril wrote:
Page 1: New guard topic
Page 2: FW debate
Page 3: Ailaros and Peregrine fight. TO THE DEATH
I swear I think those two have a hate-crush on each other sometimes.
 
   
Made in us
Auspicious Skink Shaman





U.S.

Hmmmmmm, alright, I'll change it.

 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

The Harbinger!! Mobile Anti-Matter Artillary.

AV: 13/12/13
Weapons:
Front: TL Lascannon-fixed arc, Autocannon-360 turret
Rear: Auto Cannon-360 pintle, Heavy Stubber-360 pintle
Main Weapon:
Harbinger Cannon
Range: 36inch-Unlimited (always indirect)
Ordenance
Center 10 inch blast, "Impact Site Vaporization" identical to Vortex Missile, Remove all terrain, models and vehicales from under the blast. Super Heavys/Monsterous creatures take D3 SP or D6 Wounds.
1 foot radius around 10 blast (Blast Radius): ST 9 Ap3





Warning.... have a incredible large table and an ability to for the oppoenent to reinforce his forces with basic troops/armor (no Deep striking, Super Heavys brought back nor special characters) for free at the end of the board (his/her edge)

This message was edited 1 time. Last update was at 2012/10/25 06:51:01


Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.  
   
Made in gb
Hallowed Canoness





Between

Well, the Harbinger (needs a better name though) is certainly something that fits the moniker, 'weapon of mass destruction' at least... well, it's the closest you've got. ^^;



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Auspicious Skink Shaman





U.S.

Yup, that ones going in the vault, OF MY BRAIN!!!!! Congrats to Engine of War for posting the first suggestion.

 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

 Furyou Miko wrote:
Well, the Harbinger (needs a better name though) is certainly something that fits the moniker, 'weapon of mass destruction' at least... well, it's the closest you've got. ^^;


technecally its full name is the " XM65 Anti Matter Artillary Cannon" (full) nickname being the Harbinger of Conquest. The vehicle being mine i can change the name of the whole machine at will. so I could rename it now or whenever so

origionally it was Thermonuclear or Atomic but i think Anti Matter would be more.... befiting of the power it has.


Edit: Thats one of my Super Weapons that has actually been constructed....
I have a few more on the drawing Board....

The Emporers Hammer, Land Battle Ship

Giantic tank (more a land ship hence the name) with titan grade guns (and more). dwarfs a Reaver titan and its main turret stands about shoulder high of a Warlord. it is as long as a Capitolis IMperalis.

AV:14/14/13
Structure Points: 10
Void Sheilds: 6

Weapons:
Dual Vengence Cannons (Emporer Class titan weapon) in the primary Turret.
Plasma Annialator (Emporer Class weapon) in the front Hull, limited fire arc
Upper Front hull: 2 Volcano cannons (seperate turrets),
Lower front hull, 2 vulcan mega bolter turrets.
Broadsides: 6 Battle Cannons, 6 Twin Linked heavy bolter turrets, 6 twin linked Lascannon turrets, 3 limited transverse Baneblade batlte cannons.
Rear: 2 turrets with duel Turbo laser turrets. and a pair of heavy bolter turrets.
Upper deck: 4 turrets with Earth Shaker cannons, pair of Hydra Turrets, Death Strike Vortex missle Launcher (6 missles)
attached to rear turret are 2 Hydra Turrets.

weapon upgrades like a hunter killer missle or stubbers would be utterly redundant, but useable.

The Emporers Hammer is the battleship of tracked vehicles. the Capitolis Imperialis is larger but the Hammer has enough weapons to make an Emporer Titan cringe and run.
The Emporers Hammer rolls into battle spitting thousands of tons of ordinance into the enemy, Titans fall before it, armys run or die, and citys crumble to dust. Only a proper Emporer titan has more firepower if only by a small margin. Meters of ferro steel and adamantium protect the behmoth machine, along side several void sheilds, as if the tonnage of ordinace it carries was enough of a deterrent of attack. The only known weakness would be a melee attack by a Titan but as few titans can "sneak up" on the Hammer without being detected by its escort or its extensive senory arrays, other then a massive concerted attack by other Titans or a huge army (not including bombardment by space craft).


Points: 4000




Sky God, Airbourne Heavy Support Craft

BS 3
AV: 14/14/12
SP: 8
Void Shield(s): 5

Airbourne Giant: Does not take cover saves from flying due to sheer size.
Hover: Floats along, Cannot properly "fly" at speed, move 12 inch max.
High Altitude: Cannot be attacked by a Close combat Weapon (of ANY KIND), its simply flying to high up.
Cataclysmic Crash: If the Sky God is shot down, everythign under it takes D6 wounds and super heavys take D3 structure points and all terrain under it is flattened and replaced by its massive bulk, models that survive the impact (however unlikly that is) are moved out from under it.

Weapons:
Upper Deck: All weapons on upper deck cannot fire beneath the craft nor 24 inches around it, as their placement on the upper deck prevents this.
4 Hydra turrets (2 per side) AA mount
2 Manticore AA missle turrets. (1 per side) AA mount
Aircraft launch pad (rear deck behind control tower) can hold 2 Valkaries
front turrets (2) with Dual Quake Cannons, 1 stacked above the other battleship style
Rear turret with duel Quake Cannons (rear deck behind the Aircraft pad)
pair of Apocalypse Launcers beside the fore deck turret.

Lower Hull:
Dual Volcano Cannon turrets (2) in the rear center(underneath control tower), one faces fore (front) other aft (rear)
6 Battle Cannon turrets (2 per side next to the Volcano Cannon turrets and the other 2 on the bow)
4 Dual Baneblade battle Cannon turrets on the 4 corners of the craft.

Bombs: None

The Sky God is a creation that defies possibility. a Flying Battleship that rains firepower like a furious deity upon its foes. Essentially a flying Titan the Sky God lumbers slowly through the sky and is infact commanded by the Imperial Navy in support of Guard ground forces, the craft deployed by a Naval ship in low orbit. The Sky God is capable of flying back into low orbit to be recovered by its parent spacecraft. In combat the Sky God Decends from high altitude upon the battlefield, flying through the clouds with a roar of its massive engines and the bellow of its cannons. The Armament of the Sky God is formidable and is able to lay waste to entire armys, with battleship style turrets on its upper deck and lower hull and numerous small guns to defend itself from attack craft. Its upper deck weapons bring the longer range weapons into play but are unable to fire beneath the craft or slightly infront of it. the lower hull weapons can smash anything underneath the Sky God but are shorter ranged (relativly). It Flys as such a high altitude it is completly safe from close combat infantry allowing it to beat the enemy into submission. It is a sad day for the enemies of man when the SKy God lumbers out of the clouds upon the battlefeild.

The Skygods sheer SIZE is its weakness. That and the fact when it shows up everything possible will be directed at the flying behemoth. Also should it be hovering over allies units, if struck down form the skies could decimate its allied army! Also not all its guns face forwards, it would require to turn broadside to unleash everything (minus a few guns on the opposite side not facing the enemy)


Points: 3000
upgrades: IA aircraft upgrades possible




Kirov Imperial War Zepplin
14/14/13
BS3
SP 7
Special rules/abilitys:
Gigantic: dispite it flying. it does not get the saves of a flyer or the requirements of needing sky fire.

Lumbering aircraft: can only go 12 inches maximum in movement phase.

High Altitude: Melee attacks CANNOT affect the Kirov, Nor can templates.

Self Sealing Hull: Can regen hull points. roll D6 and on 4 it regens 1 hull point. 5 = 2 hull points. 6 = 3 hull points

Cataclysmic Crash!: If the Kirov is destroyed it comes crashing to the ground in a massive fireball!! measure the hull of the Kirov and measure a 10inch blast around its impact site. ST Ap2 D6 hits to anything underneath it! freind or foe!!


Weapons: Heavy Bombs (unlimited number). Carpet bombing: drop 5 at a time over anything the Kirov flys over.
4 TL Auto cannon turrets with skyfire and interceptor
1 TL battle cannon turret attached to the front of the gondala.

Points.... 1000... maybe....



please note. all 3 designs were created at different times... the Skygod and Emperors Hammer were created during 5th edition. They simply have not been updated to 6th edition ruleset.
also.... The Kirov will begin construction shortly after Christmas......*engage evil laughter here*

This message was edited 2 times. Last update was at 2012/10/26 04:22:16


Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.  
   
Made in us
Auspicious Skink Shaman





U.S.

I'm Lovin' the second and third ones, Plus, Saints Row? have to suggest ORIGINAL ideas.

 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

The Daedalus from saints row was the only thing i could find that would represent a "Flying battleship".
otherwise i would have a different picture. the idea came from else where.

Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.  
   
Made in us
Auspicious Skink Shaman





U.S.

Ah, makes sense.

 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

Hail Storm, Super Heavy Artillary

Baneblade hull
BS 3
AV: 14/13/12
SP: 3

6 barreled Rotary Earth Shaker, known as the Cataclysm Cannon System.
a gigantic 6 barreled cannon that can launch a unrelenting barrage of earth shaker shells to obliderate targets. concentrated fire from even 1 Hail Storm can reduce a sizable fortress to dust THe only issue is the cannon is extreamly complicated and cannot always fire a full salvo but it always manages to fire at least 2 shells, but when all goes right it can fire almost indeffinatly until it runs out of ammo (as the crews can't keep up with the ammo hungry monster of a cannon)
Earth shaker stats per shell.

the Hail Storm firing System.
Roll 1 D6 to determin how many rounds are fired.
1-2= 2 rounds
3-4= 4 rounds
5 "Full Rotation"= 6 rounds
6 "Unrelenting Bombardment":
6 rounds are fired, but roll another D6. if a 1 is rolled the system either jams or runs out of ammo and cannot fire for a turn, as it is repaired/reloaded. if any othe number (2 through 5) is rolled add those shells (see above), If another 6 is rolled repeat the process. if 3 6's are rolled in a row the system will automatically fail but will have launched 18 large blast templates with earth shaker stats.

Any number from 2 to 5 the cannon simple stops of its own accord, and doesn't need to be reloaded or repaired and can fire normally next turn.

With the full scatter (and apocolypse sized number of targets) the HailStorm is a Saturation weapon, able to lay waste to large amounts of terrain and troops, and its powerful enough that should multiple shells land on armored units it can decimate those as well.

cannot fire directly.

Other weaons:
The Hail Storm usually does not equip sponsons (due to the weight) but for 50 points a single set can be applied and for a further 100 additional sponsons can be attached. (standard Baneblade sponsons)
Front hull mounted twin linked Heavy bolters
Hunter Killer, Stubber etc possible.

The HailStorm is a new varient of a Baneblade that carries the collosal Cataclysm Cannon. a 6 barreled rotary artillary peice that fires Earth Shaker shells in rapid sucession. the Cannon is extreamly complex and ammo hungry, often preventing it from firing more then 6 shells, but should everything work (see above) it can rain a hail of shells upon the enemy like no other machine ever could dream, in these moments the cannon could thoeretically continue to fire indefinatly given enough ammo until something onboard would fail (most likly the recoil system or the tanks suspension or both). One of the reports tell of a trio of Hail Storms firing for days on full auto upon a traitor guard legion as its crew managed to feed shells into the cannon constantly until they collapsed from exaustion. Intercepted vox messages from the traitor legions only contain endless screaming and constant explosions and mention of the sun being blotted out from the sheer number of shells fired.

The Hail Storm is a powerful Artillary piece but while it can put out a relentless amount of fire, its shells do not have the sheer power and blast radius of larger cannon such as the BaneSwords Quake Cannon, and the inaccuracy of the Cataclysm Cannon due to its rate of fire with shell blast makes it better for saturation then for single target killing. Another problem of the smaller blast radius is that should all the shells scatter the wrong way then their small size would not make up for it, like that of a much larger cannon shot.


Points; 500 base
vehicale upgrades (stubber, hunter killer etc)
Add sponsons (starts without any), first set +50, second set +100

Not a "Super Weapon" in terms of sheer brute force like the others. But 18 Earth Shaker Cannon templates saturating an area would mean doom for even a Titan!!

once again. built in 5th. needs update to 6th.

This message was edited 1 time. Last update was at 2012/10/27 20:26:18


Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.  
   
Made in us
Auspicious Skink Shaman





U.S.

Excellent.

 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

I will admit. All of my Designs are for IG. (because I play IG )
If you ask... im sure i could think of something for the others (some factions more difficult then others), But otherwise. Expect all IG weapons from me. get some Orks or Spehess Marheens to make some Super Weapons.

Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter.  
   
 
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