Thank you Yakface, here are the updated rules per your clarifications.
Blood Gulcher of Khorne (uses same stats, Armor Value, and Sponsons as a Baneblade) - Replace hull
HB, demolisher cannon, and main battle cannon with the Blood Gulcher gun
- Blood Gulcher: Servants of Khorne mix blood and virulent chemicals and hallucinogens into a big vat carried on the tank and sprayed at the enemy, eating away at even the toughest armor and driving the victims mad. It has [the following profile: Range: 36",
Str. -,
AP: 2,
APOC flamer template. Instead of having a strengthcharacteristic, it always wounds on a 3+. (Use the same template placement as the Hellhound) . In addition, any unit wounded by this weapon must immediately take a moral test at -2. If they fail, such is their delusion that they will fall back towards the enemy! The unit must make a fallback move towards the enemy's table edge, and follow all the rule normally associated with a fall back move, just in the opposite direction. If at the start of the enemies next turn, the unit is still falling back, it will come to it's senses and fall back towards it's table edge as normal. If the template touches a tank, it is an automatic glancing hit.
Cathedral of Pain (uses sam e stats, Armor Value, and Sponsons as a Baneblade) - Replace hull
HB, demolisher cannon, and main battle cannon with the Cathedral Gun
- Cathedral of Pain: Takes the form of a massive tank mounted organ, spilling foul tunes of intense agony and sound that only the followers of Slaneesh will appriciate. All models with an Icon of Slaneesh within 18" of the tank are fearless. The organ can be fired in the shooting phase in one of two ways each turn; It can turn the music up and effect everyone around them, any model (friend or foe unless they have the mark or icon of slaneesh, or unless they are currently in assault) within 24" takes a
str: 4,
ap: - hit. Or it can concentrate on one area, count the weapon with the following profile,
Str. 6,
AP: 4, 10" Blast. All units suffering a casualty are automatically pinned unless they are fearless or otherwise immune to being pinned.
Here are the new one's
Bloated Walker of Nurgle (use the same profile and structure points of the Scorpion, is a walker) - The bloated engineers of Nurgle has managed to bind a previously immobile
GD of Nurgle into a massive multi legged walker.
- Feel no Pain: Any glancing or Penetrating hits can be absorbed by the organic mass. After a hit is inflicted, but before damage is rolled, roll a
D6, on a result of 4+, the hit has no effect.
- Icon of Nurgle: Counts as having an Icon for Summoning Purposes.
- Nurgle's Rot: At the beginning of every shooting phase, the Bloated Walker automatically passes the Nurgle's Rot Psychic Power with a modified range of 12". This power can never be modified and the model does not count as a Psyker for the purpose of anti-psyker wargear.
- Belch of Death: The Bloated Walker spews forth all sorts of nasty fluids. Can be fired in the shooting phase. Roll to hit, if the roll is successful place the flamer template over an enemy unit, it any position as to cover the most amount of models possible. Every model touched by the template takes a
Str. 7,
AP. 3, hit. If the roll to hit failed, still cover models with the template, everybody touched by the template are hit on a 4+.
Tzeentch: Cathedral of Knowledge (use the same stat line as the Baneblade with the same structure points) - The engineer's of Tzeentch bind the powers of the warp into all the machines they create. The Cathedral is literally a blasted tomb of forbid in knowledge and sight of one usually spells doom to the enemy.
-Weapons: Both side sponsons have 2 twin linked Heavy Bolters (total of 4), plus a hull mounted Heavy Bolter. All Heavy Bolters have Inferno Bolts so counts as
AP:3.
- Repository of Knowledge: All Sorcerors with the Mark or Icon of Tzeentch within 24" of the Cathedral Automatically Pass their psychic tests.
- Bolt of Sorcerous Energy: The residual energy contained within can be fired like a bolt. It counts as a shooting weapon with the following profile:
Str. 9,
AP. 3, 10" Blast
Tzeentch: Spire of Propero (has the same armor values and structure points of a Scorpion, counts as a skimmer that can only move 6" - The world of propero was cover with thousands of spires that harnessed and focused warp energy. Alas when Propero fell, only a handful of them where able to be preserved. Engineers of Tzeentch has been able to mount the ancient devise to an anti-gravity generator powered by the residual warp energy contained within the spire. Spires are used in massive engagements only and only the highest Warlords of Tzeentch can call their aid.
- Warp Field: The Spire is protected by a ruinous energy field. No shooting attack against it can't count as anything more than a
Str. 8 hit (including melt weapons, tank hunters, etc.)
- Repository of Knowledge: All Sorcerors with the Mark or Icon of Tzeentch within 24" of the Spire Automatically Pass their psychic tests.
- Bolt of Sorcerous Energy: The residual energy contained within can be fired like a bolt. It counts as a shooting weapon with the following profile:
Str. 9,
AP. 3, 10" Blast