Switch Theme:

Design your own War Machines (or vehicle upgrades)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fireknife Shas'el





United States

Armageddon Pattern Land Raider - 270 points

Perhaps one of the deadliest variant of the Land Raider thus far, the Armageddon Pattern Land Raider makes good use out of some of the heaviest weapons available to the Space Marines.

BS4 AV: F14 S14 R14

Unit Type: Tank, Heavy*
*Heavy: This unit always counts as stationary when it fires its weapon in the shooting phase, and may never move more than 6" in the movement phase.

Transport capacity: 6 models

Wargear:
- 1 Hull-Mounted Twin-Linked Vulcan Mega-Bolter
- 2 Single Vulcan Mega-Bolter sponsons
- 2 Hunter-Killer Missiles
- Smoke Launchers
- Searchlight
- Extra Armor

Special Rules:
- Power of the Machine Spirit

This Land Raider may replace any of its Vulcan Mega Bolters with Thunderfire cannons for free.


Stormhammer Pattern Land Raider - 260 points

The Plasma variant of the Land Raider Crusader, this Land Raider is both exceptionally powerful and exceptionally dangerous. Powerful because of the sheer amount of plasma in can throw, and dangerous because if it explodes, it EXPLODES.

BS4 AV: F14 S14 R14
Unit Type: Tank

Transport capacity: 10 models

Wargear:
- 1 Hull-Mounted Twin-Linked Plasma Cannon
- 2 Plasma Storm sponsons - 3 twin-linked Plasma guns, fired as a single weapon.
- Smoke Launchers
- Searchlight

Special Rules:
- Power of the Machine Spirit
- Containment Breech - If the Stormhammer suffers a Destroyed - Wrecked result, it is automatically upgraded to a standard Destroyed - Explodes result. If the Stormhammer suffers a Destroyed - Explodes result (not from an upgraded Wrecked result), then it instead explodes 2d6" and any models hit suffer a S7 AP 2 hit, as the plasma containment fields go critical and the plasma simply gets everywhere.

This Land Raider may choose any of the Land Raider options as noted in Codex: Space Marines

This message was edited 1 time. Last update was at 2012/05/11 05:28:03


 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

McNinja wrote:Armageddon Pattern Land Raider - 270 points

Perhaps one of the deadliest variant of the Land Raider thus far, the Armageddon Pattern Land Raider makes good use out of some of the heaviest weapons available to the Space Marines.

BS4 AV: F14 S14 R14

Unit Type: Tank, Heavy*
*Heavy: This unit always counts as stationary when it fires its weapon in the shooting phase, and may never move more than 6" in the movement phase.

Transport capacity: 6 models

Wargear:
- 1 Hull-Mounted Twin-Linked Vulcan Mega-Bolter
- 2 Single Vulcan Mega-Bolter sponsons
- 2 Hunter-Killer Missiles
- Smoke Launchers
- Searchlight
- Extra Armor

Special Rules:
- Power of the Machine Spirit

This Land Raider may replace any of its Vulcan Mega Bolters with Thunderfire cannons for free.


Stormhammer Pattern Land Raider - 260 points

The Plasma variant of the Land Raider Crusader, this Land Raider is both exceptionally powerful and exceptionally dangerous. Powerful because of the sheer amount of plasma in can throw, and dangerous because if it explodes, it EXPLODES.

BS4 AV: F14 S14 R14
Unit Type: Tank

Transport capacity: 10 models

Wargear:
- 1 Hull-Mounted Twin-Linked Plasma Cannon
- 2 Plasma Storm sponsons - 3 twin-linked Plasma guns, fired as a single weapon.
- Smoke Launchers
- Searchlight

Special Rules:
- Power of the Machine Spirit
- Containment Breech - If the Stormhammer suffers a Destroyed - Wrecked result, it is automatically upgraded to a standard Destroyed - Explodes result. If the Stormhammer suffers a Destroyed - Explodes result (not from an upgraded Wrecked result), then it instead explodes 2d6" and any models hit suffer a S7 AP 2 hit, as the plasma containment fields go critical and the plasma simply gets everywhere.

This Land Raider may choose any of the Land Raider options as noted in Codex: Space Marines



270 for 3 vulkan heavy bolters, are they still heavy 20 rending? i cant remember, but daaaamn, i love the idea, just seems cheap
other one seems cheap too, are they that cheap due to not having hul points?
   
Made in us
Fireknife Shas'el





United States

Hull points? And I do not thing they're Rending, just R68" S6 AP3 Heavy 20 (or 15, I'm not entirely sure). I was considering making the transport capacity zero, just to make it a single-purpose tank (that purpose being faceroll the entire enemy force in one turn).

What do you think of the plasma variant?
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

Vulcan as im aware doesn't have rending and shoots heavy 15. (not 20 thats the punisher) and its not twin linked. but does have a special rule for the gun...

instead of single vulcan sponsons how about hurricane bolters or something. somthing that spews alot of rounds.

As for a Vulcan on a Land Raider? im not 100%, the Macharius Tank (super heavy just under a Baneblade in size) fits a vulcan mega bolter and fluff wise its packed to the gills with ammo as the gun is so ammo hungry. a Land Raider is smaller so i don't think it could fire very much with a vulcan mega bolter onboard. now.... Duel Punisher Cannons (40 rounds) strapped to the front end of a Land Riader would be cool.

Plasma one is cool but you could refit the main weapon into the Executioner Cannon from the Russ. (3 plasma plates instead of 1 thats twin linked), and the containment field explosion is a bit much for smaller plasma weapons as there are better cooling systems and things onboard to prevent it.

as for "hull points" they are actully "Structure points" put simple a Super heavy unit has "wounds" of sorts.

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
Fireknife Shas'el





United States

I hadn't considered Punisher cannons. I figured Thunderfire cannons and Vulcan mega bolters were about the same size, which is one of the reasons I figured they would work. It would also seem that if I were to keep the vulcans.

As for the plasma variant, true. I was also considering the plasma blastgun and two double-twin-linked plasma cannons.
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

If a Land Raider had full size Tank weapons on board it would be formidable to say the least (if not OP). it could fit Battle cannons and other weapons taken from a Leman russ but i've never known the SM to use IG weapons (outside Imperium wide weapons like, melta guns, plasma guns, Bolters of every kind, Las Cannons and so on, besides the Executioner cannon on that single Forge World Predator).

a Land Raider with Twin Punisher Cannons on the front, with Punisher Cannon Sponsons would be absolute murder to horde armys. (it would be 20 rounds with TL and then an additional 40 rounds without it with a total of 60 dice rolled!!) it wouldn't be able to touch a tank (minus say a Multi melta pintle weapon) but it would shred swarms/ infantry like crazy.

You never finished you thought at "It would seem if i were to keep the vulcans" O_o so you lost me there, what would happen if you kept the Vulcans?


As for the Plasma Blast gun..... once more its a Titan weapon, only capable of being fitted to Titans or Super Heavy tanks (like the Baneblade tank with one or the Omega series Macharius tank). once more too big for a Land Raider to carry.

and twin linked Plasma Cannon Sponsons would do well enough.

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 au
Hardened Veteran Guardsman




australia

Not sure if someone posted this already... but here goes.

Not sure what to call it... lets say... The Leman Russ SwampDonkey.

f 14 s 13 are 12
Hull mounted hvy bolter
3 Short Barrel Earthshakers. Range 12-48", ordnance, barrage, scatters full 2d6 regardless. Recoil moves tank backwards 6', if it goes off table then destroyed, tank shocks/rams whatever is behind it regardless friend/foe.

Can't take Pask.

Can take normal sponson and upgrade choices of LR

250pts

When in deadly danger,
When beset by doubt,
Run in little circles,
Wave your arms and shout.
- Cain. 
   
Made in us
One Canoptek Scarab in a Swarm





Central Illinois, USA

Here are a couple of my ideas for Necron units. Not entirely sure about the point costs for the creations or their upgrades, so help from those of you with a better eye for such a thing would be much appreciated.


Designation: Necron Catacomb Voidwalker - 175 pts

Type: Walker, Transport, Open-topped

Stats:
WS-5 BS-4 S-6(8) FA-12 SA-12 RA-11 I-2 A-3

Dedicated Transport - Capacity: 1 - Can only be taken as a Dedicated Transport by an Overlord or one of the special characters(Nemesor Zahndrekh, Imotekh, Trazyn or Anrakyr).

Special Rules: Tombwatcher Guard, Quantum Shielding, Living Metal, Move Through Cover, Symbiotic Repair

Tombwatcher Guard - For every Catacomb Voidwalker taken by an Overlord, up to two Canoptek Tombwatchers may be taken without taking up any Force-Org Slots, but uses up two Royal Court member slots per each one added. Also, when taken as Royal Court members, they may be attached to their Overlord, counting as a squadron if he is embarked in the Voidwalker or as a unit if he is not.

Wargear: Catacomb Voidscythe, Twin-linked Gauss Blaster

Catacomb Voidscythe - When used in assaults, it is a Power Weapon that adds +2 Strength(as above) and +2d6 in Armour Penetration. As a ranged weapon, it is fired with the following profile: Range-18", Str-5, Ap-3, Assault 2.

May replace the Twin-linked Gauss Blaster for one of the following:
Twin-linked Tesla Carbine..................free
Twin-linked Particle Beamer, Gauss Cannon
or Tesla Cannon..................................10 pts
Particle Shredder................................15 pts
Heavy Gauss Cannon..........................25 pts
Another Catacomb Voidscythe(+1Attack).........30 pts
.............or................
Replace both the Twin-linked Gauss Blaster and the Catacomb Voidscythe(loses Str and
AP bonuses and one attack from profile) for: TL Tesla Destructor................30 pts

Optional Wargear:
Tachyon Arrow....................................30 pts
Nebuloscope........................................5 pts
Voidweave Shielding...........................30 pts

Voidweave Shielding - Gives the model a 4+ Invulnerable Save.



Designation: Canoptek Tombwatchers - 50 pts each - Elite choice(if not taken as RC members)

Type: Infantry

Stats:
WS-4 BS-4 S-5 T-6 W-2 I-2 A-3 Ld-10 Sv. 2+

Unit Size: 1-3

Special Rules: Fearless, Move Through Cover, Voidwalker Master/Tombwatcher Guard, Cryptek Engineer.

Voidwalker Master/Tombwatcher Guard - When not taken as Royal Court members, the unit of Tombwatchers takes up an Elite Force-Org slot. If they are RC members, they can be attached as noted in the Voidwalker entry or as a separate unit. If separate, they must remain within 24" and maintaining LOS with their Overlord. If either of these parameters cannot be maintained, the Tombwatchers are unable to shoot or launch assaults(they will defend themselves) and must spend their next movement phase moving the least amount of distance to reacquire either LOS or be within the range. These rules are in addition to the restrictions and allowances under the Voidwalker entry, 'Tombwatcher Guard'.

Cryptek Engineer - Regardless of whether they are taken as RC members or Elites, and if the Royal Court contains one or more Crypteks, you may designate a single Cryptek as the Tombwatchers' Engineer. Doing so gives access to the optional upgrades listed below, but the Tombwatchers must be within 24" and maintaining LOS with their Engineer or his unit. If they are found to be outside of this range, but can maintain LOS, they must take a Leadership test(regardless of Fearless). If passed they do not lose their chosen upgrades. On top of this, if they are outside the range and cannot maintain LOS, they automatically lose the benefits of their upgrades. For every turn spent outside of the 24" range, the test is made at -1Ld, and increases to -2Ld each turn if unable to draw LOS to either the Engineer or his unit. Once they are back in range and LOS, they automatically regain their benefits.

Wargear: x2 Hyperphase Swords(attack in profile), Sempiternal Weave.

Any Tombwatcher may replace both Hyperphase Swords for one of the following:
Voidblades and Particle Casters.....free
Warscythe..........................................5 pts
Catacomb Voidscythe......................15 pts

Any Tombwatcher may replace Sempiternal Weave with:
Voidweave Plating............................15 pts - changes to a 3+ Armor Save and a 4+ Invulnerable Save.

May choose only one of the following optional Cryptek Engineer upgrades(must have predesignated Cryptek Engineer) for the unit:
Nebuloscope.....................................5 pts per model - gives the unit Ballistic Skill 5
Prescient Bladesman.......................5 pts per model - gives the unit Weapon Skill 5
Augmented Reactions.....................10pts per model - gives the unit Furious Charge and Counter-attack


What do you guys think?

It feels like some things are overpriced or some changes can be made, but I'd like the opinions of anyone willing to give them. I'll be posting the background and such soon.

This message was edited 4 times. Last update was at 2012/05/12 10:12:47


- Reawakened ~2500 pts. - Amassing, growing and decaying... ~2500 pts.  
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Martyr Gunship - 250pts

Unit composition - 1 (Unique)
Unit Type - Vehicle (Skimmer)

F - 12
S - 12
R - 10
BS - 3

Wargear - 2 Twin-Linked Punisher Gatling Cannons, Demolisher Cannon

Special Rules - Payload, Aerial Assault

Payload - If the Martyr Gunship suffers a Penetrating hit, +1 to the result on the damage table. If it suffers either Destroyed result, it explodes, always with a 6" radius at Str 4 AP 5

Death from the Skies! - The Martyr Gunship may move at Combat Speed and fire all weapons




BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

"Wanna-be Baneblade"

AV:14/13/12
BS 3

weapons:
Overcharged Battle Cannon
Hull mounted Las Cannon (or heavy bolter)
Sponsons:
Heavy bolter (or multi melta, flamer etc)
with "Jury Rigged Las Cannon"

Overcharged Battle Cannon: This battle cannon has been reinforced to allow it to take double charged shells, but the cannon still has a posisbility of exploding from the pressure.
Overcharged Shell: ST 9 Ap 3 large blast. Roll a D6 when firing. on a 1, roll another D6 (kinda like "gets Hot"), if its a 4+ the cannon doesn't explode. anything less and the cannon explodes, removing the cannon (can be repaired by tech preist). Otherwise can fire normal battle cannon shots for no penalty

"Jury Rigged Las Cannon": a Small lascannon turret rigged to the top of the Russ's sponson with controls for the sponson gunner inside. The Cannon will not always work due to its bolted on nature and the tank cannon always spare the power for it to fire. If the tank has moved and the 'Rigged las cannon is slectd to fire at a target roll a D6, on a 4+ the cannon fires.
if the tank Sits still and fires, roll a D6 and on a 3+ the cannon fires. There is no penalty for rolling less (besides the cannon not firing.)

Over Taxed Engine: The Leman Russ Engine is not built to carry as much armor and guns at the "Wanna-Be baenblade" is rigged with. when taking dangourus terrain, less then a 4 means the tank is immoblized as the engine overheats and blows out.


The "Wanna-beBaenblade" is a Leman Russ tank that has been rigged with far more firepower and armor then normal when a Baneblade is need but is absent. The sight of a "Wanna-be Baenblade" can really infuriate a member of the adeptus mechanicus due to the nature of which one is "constructed", none the less they will repair them when needed. The Leman Russ hull was never built to take on the additional guns or armor so the engine, transmission, suspension and more are always at the brink of their breaking point, and the stresses of battle do not help this fact which causes commanders or "Wanna-Be Baneblades" to be extreamly cautious in terms of moving the tank around, picking steady handed and experienced drivers to operate the strained system. The Main batlte cannon itself has been rigged with additional plate to let it fire shells with additional propellant which increases armor penetrating power but at the risk of the cannons barrel and breach exploding.

The "Wanna-be Baneblade" Cannot fire at multiple targets (unless its an Apoc Match)

Points: 230 base.
Base = Overcharged Battle Cannon, Jury Rigged Las Cannons, heavy Bolter sponsons, Hull Heavy Bolter.
IG upgrades posisble
Sponson weapons upgrades posisble (heavy flamer, multi melta etc)



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
Liche Priest Hierophant






You just made an Ork Superheavy Looted Wagon, and pretended it was an Imperial Vehicle.


GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

a Leman Russ is a bit small for a superheavy. rigged with more armor then normal, the addition of lascannons on top of the sponsons, and a battle cannon reinforced to allow additional propellant charges for increased power. Its far from an ork machine. fluffwise there is mention of Leman RUss tanks equiped with additional weapons (like lascannons in the sponsons) and armor when a Baneblade is not present. so.... Not an Ork machine (nor inspired by one)


Cryo Beam Tank


13/12/10
BS 3 (targeters make it to 4)

Cryo Beam Cannon. S4 AP X, Range 48"
hull mounted heavy bolter
"Heat Vents"

Cryo Beam Cannon: A device dating back to before the Heresy. the Cryo Beam Cannon projects an energy beam that syphons the heat in and aroud the the target freezing it in a solid block of ice allowing for easy capture or using the brittleness hte freezing causes to shatter the target into pieces. When you hit a target roll 2 D6, If the target is infantry or a Creature of some sort, if the 2 D6 equal the Toughness of the target then the target is froozen. If the Target is a vehicale then the 2 D6 must equal the armor on the side the cannon is firing at (added to the cannons streangth of 3) then the target is frozen.
Frozen (infantry/creature) targets have their toughness reduced to 3 and their armor is dropped to 6+ and wounds are cut in half (round down), invulnerable saves are still possible.
Frozen Vehicales armor is reduced to 5 (metal under extreame cold gets insanly brittle) but the pen table remains as normal minus the explosion result which is reduded to wrecked.
Infantry inside transports are also frozen and should the tank be wrecked they take a S6 AP 2 hit.
When Frozen the unit cannot do anything for that turn, remaining immobilized and unable to preform attacks or use abilitys.
"Keep them on ice!": when a unit is frozen then they will unfreeze next turn (with no ill effects), but the tank can continue to keep the Cryo beam on the target, keeping them frozen. Roll a D6 on the frozn target. 4+ keeps the target frozen. 3 and less the machine fails and the target unfreezes normally. When the Cryo Tank fails to retain the freeze its cooling elements take serious feed back! take a glance upon the cryo tank.


"Heat Vents": Should an enemy get too close for comfort the Crew of the Cryo tank can dump the heat from the system surrounding the tank in scalding steam that finds its way through armor as the heat reacts with the moisture in the air leting out a terrible hissing sound. Roll akin to a vehicale explosion effect. and all units (freind or foe) are hit by a S4 Ap1 hit, and the tank shuts down for a turn as the systems recover. only weapons like a pintle weapon can function at this time.

Only 1 target can be frozen at a time per tank. ex: Tank freezes an enemy Terminator in a squad. only 1 terminator out of the squad is frozen, not the entire squad.
Specific units can be selected in a Squad fo Freezing. (such as a Commander in a Command Squad)

The Best useage of the Cryo Tank is the elimination of large targets or important targets such as special characters, Monsterous Creatures, or enemy armor. against large numbers of units the Cryo Beam Cannon is practically useless as freezing a single unit out of the squad would not affect it as a whole (at least if its not an important unit inside it) .

Points: 175 per machine
Hull weapon switching:
Heavy bolter to: Heavy flamer, Free, multi melta 10.
Targeters (increase BS to 4): 10

Can be in a Squadron (when firing on targets each tank fires its cryo cannon at a target. if firing at a squad then each tank fires at a target in the squad, if firing at a single target then add the D6 to the total roll for freezing.)

EX: Cryo Tank squadron fires at a squad of 3 Obliderators. each tank must freeze a seperate Obliderator. Firing at a single Carnifex they mus tall focus fire on it and so on.


"FREEZE!!" Cryo Tank crew motto

This message was edited 1 time. Last update was at 2012/05/20 05:35:58


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
Slippery Scout Biker




Midwest, USA

I've seen a few pictures in the past of converted Land Raiders
with towers on the tops and I always thought it would be interesting
if there were rules to reflect something like that. This is my first
attempt at trying to make a change to a unit or create a unit or anything
like that. I am not sure if this is balanced points wise, any suggestions
would be great.



Land Raider Basilica

The Land Raider Basilica is an upgrade for any of the three
workhorse Land Raiders (Godhammer, Crusader, Redeemer). It
contains a bunker on top of the Land Raider with a capacity
of 5 (power armor only) and it also adds a Structure Point to
the Land Raider.

Additionally, it can be upgraded to a battle pulpit which
removes the additional capacity of the dorsal bunker and
houses a chaplain preaching to the chapter and encouraging
them to greater feats of heroism.


Special Rules:

Rolling Bunker - The nature of the bunker built on top of
the land raider allows it's passengers to shoot as if
the vehicle had 4 fire points. The bunker is also
stabilized so that heavy weapons may fire if the
Land Raider moves no more than 6".

Battle Pulpit - All infantry within 12" of the Land Raider
Basilica are given a 5++ save, Ld 10 and Stubborn. If
the Basilica is destroyed all marines of that chapter
lose Ld 1 for the rest of the game, and must make a
Leadership check. Failing the check causes a fall back
move. Passing the check confers stubborn
permanently onto the squad.

Land Raider Basilica

AV: 14/14/14
BS: 4

Weapons: Same as base Land Raider
Transport Capacity: Same as base Land Raider

Upgrades:
Land Raider Basilica base upgrade (75 points)
Battle Pulpit (75 points)

This message was edited 1 time. Last update was at 2012/05/20 05:27:15


Get out of those metal bawkses for the Emprah!
 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

Leman Russ Upgrade

Ravenger Mine Flail.
A large drum with a number of chains mounted upon it with adamantium balls on the end of the chains, with power cords running over the drum charging it and the chains. The arms holding the drum are welded into the sponsons (removing the vehicales sponsons), the Drum is linked to the engine by a complex series of gears and drives which spins the drum and chains at incredible speeds which pound the earth infront of the tank relentlessly, detonating mines infront of the machine, the blast absorbed by a large sheild on the front of the tank (which covers the Front hull weapon, preventing usage). When used in desperation (or on purpose) , the powered flail can shred apart infantry or beat apart even tanks as the Russ charges forwards!

The Flail counts as a Melee weapon mounted to the front of the tank, and it runs constantly. When Tank shocking, the infantry are hit S9 AP 1 attacks. roll a D3 Assault to see how many hits are taken per unit in the squad. Death or Glory cannot occur ( Its just Death, there is to be no glory). When Ramming the Tanks normal ram attack doesn't occour, instead the target is beaten relentlessly with the powered Flail, and hits akin to 5 ST 9 AP1 Power Fist Strikes.
That and it functions as a Dozer Blade in terms of Dangerous Terrain tests.

The Balence? Well..... to use the Flail as a weapon against the enemy (besides its Dozer Blade ability) you got to get in close (real close) and a Leman Russ is a slow machine, that and besides its main gun (and pintle weapon and Hunter Killer, if they are taken) its other weapons are removed (Front Hull and Sponson weapons).

Any Russ Variant can use the Mine Flail. From Battle Tank to Exterminator and everything else inbetween (Even the Atlas recovery vehicale which is a Leman Russ Hull converted to recovery duty).

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
Lord of the Fleet






London

McNinja wrote:Hull points? And I do not thing they're Rending, just R68" S6 AP3 Heavy 20 (or 15, I'm not entirely sure). I was considering making the transport capacity zero, just to make it a single-purpose tank (that purpose being faceroll the entire enemy force in one turn).

What do you think of the plasma variant?


R36" S6 Ap3 Heavy 15, Rending

No. Even in a silly thread such as this should an idea like this just not exist.
   
Made in au
Hurr! Ogryn Bone 'Ead!






Western Australia

For Imperial Guard armies:

MAUTV (Marine Assault Unit Transport Vehicle): 60 points
BS-3 F-13 S-10 R-10
Composition: 1-3 MAUTV's
Unit Type: Vehicle (Fast, tank)
Wargear: Heavy Bolter turrets, dozer Blade, search lights
Special Rules: Amphibious, Mobile Command Vehicle, Deep Strike, Lumbering Behemoth. Open Topped.
Transport Capacity: 15 Models

Upgrades:

-May replace the turrets with the following:
Heavy Flamer......... Free
Smoke Launcher........... Free
Grenade Launcher........... 5 Points per turret
Autocannon......... 5 points per turret
Las-cannon............ 15 points per turret

May have a Hunter Killer Missile....... 5 points
May have Extra Armour........ 10 points
May have Camo Netting........ 15 points


Open Topped: The open topped MAUTV's have been known to be the bane of the infantry inside. All projectiles that are thrown or have the Barrage rule effect both the infantry inside and the vehicles. Additionally the infantry inside can jump out of the vehicle while the vehicle has moven or instead of shooting they can attempt a run and jump out of the Chimera, but go to ground immediately.


MAUTV's originated when the home planet of Pacifius Prime was sunken and the armies needed a hold in order to still attempt trade in which is vital to their planet. Launching assaults onto the scraps of land that wasn't sunken, the closed topped Chimera caused many a unit to drown in the confines of the vehicle, so MAUTV's were created. Open Topped and volitile, they are the primary water assault vehicles for the Marines, fast moving in water and the Marines disembark on the surface of the planet, where the vehicle is slow but deadly.



"Tell the Colonel... We've been thrown to the Wolves." -Templeton.
1W OL 1D

I love writing fiction based upon my experiences of playing; check 'em out!
http://www.wattpad.com/user/baxter123  
   
Made in gb
Road-Raging Blood Angel Biker




on the MOOOOOONNNNAAAHHHH

Tau XV-6 "colosus" battlesuit 175 points

WS: 2 BS: 4 F: 12 S:12 R: 11 S: 5

Must take any 2 of the folowing:
2 twin-linked missile pods 10 points
2 twin-linked plasma rifles 20 points
twin linked ion cannon 20 points
twin linked railgun 35 points

may take any of the folowing:
Disruption pod 5 points
markerlight 10 points
Vehicle target lock 10 points
ejection pod 15 points
up to 4 seeker missiles 10 points each

Vehicle target lock: the vehicle can fire at 2 seperate targets

Ejection pod: when the vehicle suffers a exploded or wrecked result on a D6 roll of a 2+ the ejector seat fires and the 3 pilots land within 24" of the suit as per deep strike rules they are fire warriors equiped with pulse pistols.

Prototype: verry large compared to all current makes of battlesuit and is imuone to vehicle shaken and stunned results. it also includes an energy shield that gives it a 5+ invunrable save against shooting

Combat prevention: when a charge is declared againdt the XV-6 the battlesuit imediatly moves D6 inches away from the unit charging it if this takes it out of charge range the unit cannot charge it, if this move takes the XV-6 off the table it is counted as destroyed.

Jet pack infantry

Blood Angels : 3500+ points
Imperial Guard 3000+ points
Mechanicum 4000+ points 
   
Made in gb
Helpful Sophotect





Hampshire

Had this idea knocking about since the Necron codex came out:

Codex: Necrons
Slot: Elites (unique)
Cost: 155 points

Triarch Suppressor (Walker)
Ws:4 Bs:4 S:7 F:11 S:11 R:11 I:2 A:3 Ld:10

Weapons: Gauss Cannon
Wargear: Quantum Shielding, Living Metal, Suppression Field Generator
Special Rules: Move Through Cover, Fleet, Entropic Strike (close combat attacks)

Suppression Field Generator:
Through use of an unstable and highly dangerous multiphasic generator, the Triarch Suppressor projects a short-ranged field that interferes with all known forms of personal shielding and destabilises even the strongest, the most reinforced armour enabling the suppressor to tear through it like paper. Originally deployed to render the phase shifters of a rogue Tomb World’s Canoptek Wraiths inoperable, it quickly became obvious that such a device would be just as useful against lesser organisms. Mounting it on a Triarch Stalker platform required the shrinking of the walker’s normal arsenal, but the drive system benefitted from a (slightly unstable) power boost, drastically increasing its speed.

All enemy units engaged in combat with a Triarch Suppressor have their invulnerable save downgraded to an armour save for the duration of the combat (while the Suppressor is “alive”). Additionally, any explosion result on the damage table that the Suppressor suffers is at one higher strength than usual (S:5) and causes “entropic strike” on any models hit.


And the ranged flavour of the above (at a few more points).

Codex: Necrons
Slot: Elites (unique)
Cost: 175 points

Triarch Suppressor (Walker)
Ws:4 Bs:4 S:7 F:11 S:11 R:11 I:2 A:3 Ld:10

Weapons: Suppression Field Projector
Wargear: Quantum Shielding, Living Metal,
Special Rules: Move Through Cover

Suppression Field Projector:
Through use of an unstable and highly dangerous multiphasic generator, the Triarch Suppressor projects a blast of energy that overwhelms and interrupts all known forms of personal shielding. Originally deployed to render the phase shifters of a rogue Tomb World’s Canoptek Wraiths inoperable, it quickly became obvious that such a device would be just as useful against lesser organisms. Mounting it on a Triarch Stalker platform required the removal of the walker’s normal arsenal, but otherwise enabled the tactical use of the weapon.

The Suppression Field Projector is a weapon with the following profile:
Range: 12” S: 6 AP: - Heavy 1, Large Blast, Suppression Field.

Suppression Field: Any unit hit by the Projector has their invulnerable save downgraded to an armour save for an entire game turn. Returning to normal at the start of the Suppressor controlling Necron player’s next shooting phase. Vehicles suffer an automatic crew stunned result if hit by the projector (though may negate or downgrade it through Wargear, special rules etc. as normal), do not roll for penetration.

   
Made in us
Rough Rider with Boomstick




Places

Badger Armoured Assualt Vehical ( AAV) ( real IFV is the German PUMA and has nothing to do with real life Specs )

Intro: Upon the Imperial Guard increasing dutys in Urban Combat Zones their was a Need by both the Cadian Infantry Regiments and Warhawk Regiments to have a Reliable Infantry Fighting Vehical for use in the Urban enviroment . Brought forth after Dozens of Chimeras were being lost because of insuffeciant RPG resistant amour to defend against such urban enviroments. The Answer was the Badger Assualt Vehical which turned the urban warfare in that particular sector into something of ease and allowed quick and efficant extractions and insertions into enemy territory . Upon the finding of this creation of Vehicals outside of the Adeptus Mechanicum the production was ceased and dozens of generals whom had "overlooked" the fact were exicuted .

Armour Values



F:12

S:12

R:10





Turret Mounted Autocannon

Co-Axil Assualt Launcher



Pintle Stormbolter







Cost 100 Points



Upgrades :



Reactive Armored Plating 10 points - Any Infantry based launcher ( traditional projectile only , RPGs , AT launchers , Homing missiles and future equivilents) have a -1 Modifyer on rolling Their Penetrating Hits



Infantry surviablilty suit 15 points - An increase in onboard systems to protect Carried Infantry now assuare that all blast from the exploding Vehical are counted as Strength 3 AP-



Anti-Tank Variant 20 points - Upgrades Turret mounted cannon to a Lascannon for the loss of the Co- Axil Assualt launcher



Crew Surviablity suit 15 points - May not be taken with the Infantry Survivability Suit - All hits conducting damage to the crew must suffer a -1 modifyer



Special Rules-



Ramshackle Engineering - With not having the blessings of the Machine Spirit the engine in the Badger has been known to catch fire in the event of engine damage ., When ever a " Immobilised " result is rolled role a Strength 4 AP - hit on every infantry unit inside twice , the Driver , Commander and Gunner are to be considered inside a protected cabin , The effect of the Infantry Survivablity suit drops the Strength to 2



Urban Assualt - When Firing at a Unit in a Building roll a D6 if a 1 is rolled the Vehical may move , fire one weapon and have infantry disembark as if they never moved .



NBC ( Fluff) - In the Ever Changing Battle Field one can never expect everything to be going according to plan , sometimes the use of Biological ( Tyranids ) Chemical ( Chaos ) or Nuclear ( mix inbetween ) engage , with this suit on board , infantry not only have filtered air when moving though the combat zone but also have full gear in the event one of these attacks takes place .



Weapons ( and Assualt Launcher ) -



Autocannon Strenght 7 AP 4 2 Shots



Assualt Launcher ( think MK 19 ) A Standard imperial Grenade launcher in damage but Fires 3 Grenades during each turn of shooting ---- Assualt 3 ( example ) all Krak and Frag options are still avalible





My personal Review : I played a couple Games using these and the item i found to be the most OP somewhat was the Crew Survivabilty suit , Which allowed me to take a hit , then drive behind cover when needed . It is realistic in hte manner that modern APCS and IFV's do have these sorts of equipement in them but again this is warhammer . Reactive plating turned out to be about a 50-50 chance of saving your ass or having it be roasted - In Terms of Special Rules the " Ramshackle Engineering " caused me a hell of a lot of trouble , i had who Squads of Battle Hardened Veterans dying in a raging inferno before they could fire their rifles . I played with the NBC rule but it only seemed to be reliable in terms of a Special Mission where at a random point in time one of those ( chosen by the Defender ) one of the Following weapons is used in which case infantry who do not have such Gear die a gruesome horrible death .

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in us
Liche Priest Hierophant






I'd switch the wording on the Reactive Plating to be effective against all "Explosive projectile weapons". This means that it won't be useful against Las or Plas or Melta weaponry, but will be useable against things like Rokkit Launchers, Havoc and Rocket launchers, Missile Launchers of various stripes, and Bolters (which would just be funny).

Ramshackle does seem like more of an Orky thing, but the Survivability Suits are actually pretty neat.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Rough Rider with Boomstick




Places

Anvildude wrote:I'd switch the wording on the Reactive Plating to be effective against all "Explosive projectile weapons". This means that it won't be useful against Las or Plas or Melta weaponry, but will be useable against things like Rokkit Launchers, Havoc and Rocket launchers, Missile Launchers of various stripes, and Bolters (which would just be funny).

Ramshackle does seem like more of an Orky thing, but the Survivability Suits are actually pretty neat.


And i appreciate the comments BTW , If you threw together a vehical out of a remaing chassis it wouldn't be the most mechanically reliable , and the Survivablity is like the interior design of the IFV not suits people wear

Motto of the Imperial Guard " If its worth bringing one its worth bringing three"
y

 
   
Made in gb
Worthiest of Warlock Engineers






preston

As a joke

Mars Class battle cruiser

Super Heavy flyer

Armour

F20 S18 R16 BS4

Structure points 400

Weapons

2 Weapons Batterys

2 Lance turrets

2 Launch bays

1 Nova cannon

400 Hydra flack cannons

40 Volcano cannons

20 Hellstorm cannons

20 plasma enilators

100 apocalypse missile launchers

80 Gatling blasters

100 Vulcan mega-bolters

void sheilds 40

special rules

Weapon Batterys
R48-unlimited SD AP1 Ordnance 40 ignores cover 20" blast 2D6 structure points damage earth quake


Lance Turrets
R48-unlimited SN/A AP1 Ordnance 3 ignores cover 20" blast 4D6 structure points damage destroyer remove all models and terrain under blast exept for super heavys/gargantuan creatures earth quake

Nova Cannon
R120"-unlimited SN/A AP1 Ordnance 1 ignores cover 200" blast remove all models and terrain under blast creatures earth shatter

Earthquake
the whole table counts as difficult terrain exept for difficult terrain which counts as dangerous terrain for the next turn

Earth shatter
the whole table is dangerous terrain for the rest of the game

Launch Bays
The Mars class has 2 launch bays. these may carry up to 500 aircraft each from the following list:
thunderbolt fighters

lightning interceptors

marauder bombers (note that as they are so large marauders fill 3 aircraft slots per marauder)

each launch bay can launch upto 50 planes a turn (marauders only count as 1 plane for purposes of launching)

Unstoppable
The Mars class Battle Cruiser ignores immobolised results.

Humongous Crash
if the cruiser is destroyed then all models on the bored are destroyed.

This message was edited 2 times. Last update was at 2012/05/23 14:30:51


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 gb
Proud Triarch Praetorian





I play my Black Hole card:
BS:10
S-D AP-1 500 Structure Points lost per hit.

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Worthiest of Warlock Engineers






preston

IHateNids wrote:I play my Black Hole card:
BS:10
S-D AP-1 500 Structure Points lost per hit.


But first you have to take out my voids

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 gb
Proud Triarch Praetorian





I play Black Hole MK2:

BS:10

S-D AP-

Any hit removes all void shields

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Lock the thread, please.

Destroys all models on the board and also permits the player to sling football boots into somebody's face.

This message was edited 1 time. Last update was at 2012/05/23 17:53:17


BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in gb
Proud Triarch Praetorian





That works.

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

Or just ignore things like the black hole stuff.

SolarBlade, Super heavy Plasma Tank
AV:14/13/12
Baneblade Chassis
BS 3

Weapons:
Turret Mounted Twin Executioner Cannons.
Hull mounted Twin Executioner cannons.
(use stats from the LR Executioner main gun)

Sponsons: Twin Linked heavy Bolters (can be traded for TL Plasma Guns)
with Lascannon turret (can be traded for Plasma Cannon)
Pintle Weapon and Hunter killer (and other IG upgrades) possible.


A Plasma spewing behemoth, second only to the Stormblade which weilds the mighy Plasma Blast Gun or Titans with their much much larger Plasma Weapons. The SolarBlade is capable of spewing plasma rounds like no other to vaporize enemys enmass with hails of searing hot blasts. The Solarblade is extreamly rare as the technology to power the plasma weapons onboard, no less keep all of them cool can only be manufacture on Ryza. There is a tale of a single Solarblade going against a massive charge of Chaos Marines which lead to its tracks being blown off by a Lascannon shot, as for the charging traitors, nothing was found besides mountains of glassed earth that surrounded the tank.

It can let loose loads of plasma templates are short range (short compared to say a battle cannons range) and other plasma shots but small templates do not always help against infantry should they spread out enough, but the volume of fire might compensate.

Points: Base: 550
Lascannons to Plasma Cannons: 30 (if additional sponsons are taken, to equip them with plasma cannons as well, add another 30)
Additional Sponsons: 100
Twin Linked Heavy Bolters to Twin Linked Plasma Guns: 15
Other Upgrades (Hunter killer, Pinlt emount etc) are their normal points.

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
Angered Reaver Arena Champion





Astartes Skystorm115pts

Rhino Chassis
13/13/11
TL Punisher Cannons with AA mounts, up to 4 HK missiles.
Special rules: Flakka flakka: The Punisher Cannons count as rending due to the sheer multitude of shots.

This message was edited 1 time. Last update was at 2012/05/25 17:10:30


Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.


Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
 
   
Made in us
Daemonic Dreadnought






AL

Necron (Canoptek) Harvester - Inspired by the Soul Drinker's novel Hell Forged

Apoc Only

Points: 900

Structure Points: 5

WS:3 BS:3 S:8 AV14/14/14 I:2 A:7

Unit Type: Vehicle ( Counts as Fast Skimmer)

Wargear:
-4 DCCW's (Bonus attacks already included in profile)
-2 Gauss Flayer Arrays (Defensive Weapons)
-2 Heavy Gauss Cannons
-The Harvester's Maw (Counts as a single Melta bomb against anything with an armor value, can only be used when performing a Decimating Rampage. Against units without an armor value, resolve an automatic D6 hits at S:8, armor saves not permitted)
Canoptek Hive: The Harvester can forfeit it's movement and shooting phases to generate D6 Canoptek units each turn. What type of Canoptek unit that is generated is determined by a roll of D3: a D3 roll of 1 creates Canoptek Scarabs, roll of 2 creates Canoptek Wraiths, roll of 3 creates Canoptek Spyders. These Canoptek manifestations automatically join the nearest unit of their type and are permitted to increase the unit size past max limit. If no such unit is available, they form their own unit.

Special Rules:
Living Metal
Monolithic Construct: The incredible might of this construct allows it to carve it's way through the hardest, strongest materials known to the galaxy without care. The Harvester ignores Difficult and Dangerous Terrain.
Decimating Rampage: If the player chooses to have the Harvester perform a Decimating Rampage, he must declare it in his movement phase and must move flat out. Units and structures caught in the path of the Harvester suffer automatic hits from the Harvester's Maw. If the Harvester ends it's movement upon an opposing unit or structure, it is automatically then in close combat with that unit or structure. If the unit it lands upon is friendly, then that unit is automatically destroyed (invulnerable saves allowed).

This message was edited 2 times. Last update was at 2012/06/24 01:20:19


Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
 
Forum Index » 40K Proposed Rules
Go to: