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Made in ca
Shas'ui with Bonding Knife





Osteoprojectile

Tyranids, Fast Attack.

F/S/R - 100 Points
10/10/10
Fast, Skimmer, Tank

1-3 per fast attack, each is individual unit.

Wargear: Payload,Bonescythes

Special Rules: Supersonic, Synaptic explosion, Scouts

Payload: When Osteoprojectile explodes, place a template in contact with its hull. Units take an S8 AP1 hit for each of their models under the template.

Bonescythes: Units affected by a tank shock by the Osteoprojectile suffer 3 S6 ap2 rending hits.

Synaptic Explosion: Declare a tankshock or ram at a specific unit at least 12" away; you must move flat-out in order for synaptic explosion to take effect. If you reach the target unit without ramming or tank-shocking any other units in the way, your tankshock deals an additional D6 S6 AP2 rending hits, and the Osteoprojectile suffers the Destroyed: Explodes! result. These results are applied before your opponent moves any models or tests for morale - he must still do so afterward, and may have to test again at the end of the phase for casualties. In the case of a ram, treat its ram strength as 4 higher against its target. Regardless of the result from the ram, apply the Destroyed: Explodes! result to the Osteoprojectile.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in us
Anointed Dark Priest of Chaos






Looted wagons need to be split into two categories:

1. looted wagon (as detailed in codex)

2. "'eavy wagon" (FA:13 SA:12 RA:10) (to represent looted Russ tanks and things like lung burstas, etc.) give it "lumbering behemoth" and armour plates as standard. let it choose from both kill kannon OR boomgun as a main gun.


++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in gb
Barpharanges







Chaos Daemon Soulgrinder 'Marks'

Mark of Nurgle 50 points: Front armour now 14, side 13, rear 11.
Mark of Khorne 20 points: Losses "Maw Cannon" upgrades, now has 4 Dreadnought close combat weapons
Mark of Tzeentch 20 Points: Gains a 4+ Cover Save
Mark of Slannesh 20 points: Now has the Fleet special rules,

The biggest indicator someone is a loser is them complaining about 3d printers or piracy.  
   
Made in us
Mekboy Hammerin' Somethin'





The Dakka Wagon -

Armor 14/13/10
Vehicle Type: Tank
Weapons: None (See Entry)
Special Rules - If dey ain't dead afta dis..., Slow but Steady, All Hands on Deck
BS: 2

Base Points - 175

The Dakka Wagon has 10 points on its hull to mount weapons. Iin the back of the ork codex review the weapons listed for the book in its entirety. Any of these weapons can be put on any of the Dakka Wagon's points until you reach your maximum allotment of 10. Use the appropriate upgrade value or base value when calculating points for weapons upgrades. If there are multiple points values, always use the highest. The following Limits apply to the amount of certain weapons you can take:

Boomgun limited to 1.
Shock Attack Gun limited to 2.
Kannons limited to 3.
Lobbas limited to 3.
Zap guns limited to 4.

Special Rules -

Slow but Steady - The Dakka Wagon can move no more than 6" in the movement phase, but may fire all its weapons. This rule also means that the Wagon cannot be stunned or shaken.

All hands on Deck - The Dakka Wagon can chose up to 3 separate targets to fire its weapons upon in the shooting phase. This can be declared after the wagon's first target is destroyed, or at the beginning of the phase all together.

If dey ain't dead afta dis - The Dakka Wagon goes into overdrive as the frenzy of the crew reaches its peak. The Dakka Wagon fires all of its weapons in an attempt to completely destroy the enemy. Increase the number of shots for every weapon on the looted wagon by 1 for this shooting phase. In addition, the Wagon can target any number of units it wants for the remainder of the phase. At the end of the phase the Dakka Wagon takes 3d6 Strength 10 hits against its front armor as the mechanical stability of the wagon is lost. However, for every unit killed by the wagon in this phase, discard 1d3 hits, rolled randomly. If the Dakka Wagon is not destroyed by this expenditure of effort then consider the Wagon permanently immobilized and half of its weapons are considered destroyed (chosen by your opponent). The armor of the wagon is reduced to 12/10/10 for the rest of the game.

You can only have 1 Dakka Wagon in any Ork Army.

--------------------------------------------------------------------

Completely unbalanced, but orky as all feth.

This message was edited 1 time. Last update was at 2012/04/08 15:15:28


 
   
Made in gb
Lethal Lhamean






Kanto

XV-65-38:
A true show of the Greater Good, for a member of the fire cast to wear one of these battlesuits is something that will make even a Chaos Daemon stop and think. On the battlefield they are worn by members of the fire caste that know that they have done their duty and want to go out in style. The SV-65-38 is a massive war machine capable of ripping a titan in half with its two twin-linked Fusion Gatling Cannons. However not even the eldar have the technology to keep these guns in check and so as they fire, they heat the suit to temperatures well above 5000 degrees, melting the super-hard shell and burning anything inside. They are also far slower than the average battlesuit and so are often dropped into the middle of an enemy base where they can blow up the enemy's tanks before the pilot is noticed, then detonate the suit blowing up any that try to charge it.

Type: Walker
BS: 3 (4 due to targeting array)
Front: 12
Side: 11
Rear: 11

Weaponry:
2 Fusion Gatling Cannons:
Range: 24"
Strength: 8
AP: 1
Type: Assault 4, Melta

Special Rules:
Suicide Suit: The XV-65-38 ignores any damage results other than Destroyed - Explodes, and Destroyed - Wrecked which it counts as Destroyed - Explodes. However, it can never claim the benefits of cover.
Deep Strike
Overheat: As the weapons heat up, the heat is channeled into their systems to make them more effective. For each time the suit has fired or a melta weapon hits it, add +1 to the armour penetration against any vehicles it fires at, and add+3 to the number of shots the guns fire.
However, the heat can easily get to catastrophic levels. Roll a D6 each time the weapons fire at the end of the shooting phase and add the number of turns it has fired before this and the number of times melta shots have hit it. If the result is 5 or more, the vehicles recieves a "Destroyed - Explodes" result from the BRB

Points: 250?

This message was edited 1 time. Last update was at 2012/04/08 16:46:50


   
Made in gb
Barpharanges







I'd say around 375, its incredibly powerful (Also Daemons fear nothing, except for Fateweaver.) Remove the ignore power, and make it BS4 base, if its a Titan use the Titan rules with structure points and such. Replace the Overheat rule, with Melta's being 2d6 extra pen it really doesn't need it, give the weapon the gets hot special rule as well.

The biggest indicator someone is a loser is them complaining about 3d printers or piracy.  
   
Made in gb
Proud Triarch Praetorian





Apoc:
Void Scythe - Points 400

F-14 S-14 R-13 BS-5
Structure Points-3

Special Rules: Living Metal, Tank Hunter, Supersonic, Deep Strike

Wargear: Phase Lance, Two Doomsday Cannons, Four Twin-Linked Tesla Destructors

Stabiliser Systems: The Void Scythe never scatters for any reason, this includes template weapons and Deep Strike. Furthermore, it always counts as having not moved (this includes for the Doomsday Cannon)

Phase Lance: This is the Necrons' answer to the superheavy weapons of the Imperium.
It can be fired in one of two ways. Declare which before firing

Focused
Range-----Str---AP----Special
--72"--------D-----1-----Heavy 2
Dispersed
Range-----Str---AP--------------Special------------
--72"--------10----2-----Ordnance, Apoc.L.Blast

Fluff
Spoiler:
The Void Scythe was first used in Nemesor Tokahn's* agressive expansion into the Galaxy. It is rightly feared throughout the Imperium, because the only time it has been encountered so far is during the battle of Grins V. The whole company of Flesh Tearers that were involved were eliminated in under an hour. The one and only account is that of the Dreadnaught Brother Na'Krist, who's memory banks were found when the Blood Angels came to attempt the rescue of the successor chapter. The account told how the only Titan in the whole chapter was destroyed when the Scythe did one pass. Half if the infantry died in sub-atomic explosive clouds or were electricuted and the titan exploded rather spectacularly.

*Nemesor Tokahn is my custom Necron Overlord. His rules can be found at the bottom of page nine here: http://www.dakkadakka.com/dakkaforum/posts/list/430896.page


Edit: Made some fluff
Edit2: put fluff in a spoiler
edit3: Forgot which way the weapons point

Phase Lance on front of hull
Doomsday Cannon on each side (effectively Sponsons)
Each Twin-linked Tesla Destructor has it's own turret (two on the top of the hull, two underneath the hull)

This message was edited 3 times. Last update was at 2012/04/10 09:08:55


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

I understand this is an MC, but it still acts as a war machine, like a Dreadknight

For Codex CSM:

FOC slot: Elite

Archangel Engine - 200pts

WS 5
BS 5
S 6
T 6
W 3
I 4
A 3
Ld 10
Sv 2+/6++


Unit Composition: 1 Archangel Engine

Unit Type: Monstrous Creature

Wargear: Nether Sword, Heavy Flamer

Nether Sword: An Archangel Engine is commonly armed with a Nether Sword, a massive obsidian glaive which crackles with the power of Chaos. This is a 2 handed master crafted Close Combat Weapon.

Special Rules: Fearless

Options:

May replace Nether Sword with:

Nether Greathammer: This is a 2 handed Power Weapon that always strikes last last in combat, but doubles the strength of the wielder and causes instant death----50pts
Nether Star. This is a close combat weapon that can be used is a sweep attack, where every model in base contact is automatically hit, using the Archangel Engine's normal profile----free
Nether Greatsword: This is a 2 handed Power Weapon that grants +1 attack and +2 strength at the cost of -1 initiative.----25pts
Nether Blade: This is a close combat weapon that grants +2 Attack and +2 Initiative at the cost of -2 strength.----25pts

May replace Heavy Flamer with:

Novaflamer: Strength 7 AP 2 Template, Gets Hot!----30pts
Furnace Cannon: Strength 9 AP 1 24", Melta----50pts
Heavy Bolter----free
Nether Shield: Grants a 3+ invulnerable save----50pts


May upgrade to a Nether Engine, exchanging all wargear for a Nether Greatsword, Nether Shield and exchanging profiles with the profile below----125pts

Nether Engine

WS 7
BS 0
S 7
T 7
W 3
I 5
A 3
Ld 10
Sv 2+/3++

Unit Composition: 1 Nether Engine

Unit Type: Monstrous Creature

Special Rules: Fearless

May upgrade to a Labyrinth Engine, exchanging all wargear for a Nether Staff (see below) and exchanging profiles with the one below----100pts

WS 5
BS 0
S 6
T 6
W 3
I 6
A 4
Ld 10
Sv 2+/6++

Unit Composition: 1 Labyrinth Engine

Unit Type: Monstrous Creature

Special Rules: Fearless, Psyker: The Labyrinth Engine is a Psyker as described in the 40K rulebook. You may choose 2 of the Psychic Powers in the CSM codex, and may use up to 2 a turn.

Nether Staff: This is a Force Weapon that grants the Bearer +2 Initiative at a cost of -1 Attack

This message was edited 2 times. Last update was at 2012/04/10 17:15:47


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
Fireknife Shas'el





Legendary Vehicle Castellum Ordinis 625 pts (apocalypse only)

The Castellum Ordinis (Fortress of Order) was Lion El'Jonson's Personal Command Tank during the Great Crusade this ancient Fellblade variant like is no longer seen in the Imperium of Man. mounting a massive Plasma Blastgun and having the capactiy to carry a fully armored command squad of marine makes this BAnebalde a Unique and revered Part of the Dark Angels. This variant also contains one of the last working Crakavian shield at the height of the crusades these shields could make a tank virtually indestrucitble. However with the loss of the knowledge of how to repair and maintain these shields they have almost all been lost to ravages of time.

The only times this tank is deployed are when a massive amount of the unfogiven have been deployed to take a fallen angel prisoner and only when Grandmaster Azrael is leading them.

Stormblade Arkurion pattern variant
front 14 Side 14 rear 12
structure points 3

weapons Plasma Blastgun
hull mounted heavy bolter
sponsons Assault cannons
mini-turrets lascannons
Crakavian shield

tranport capacity 8 marines

Crakavian shield- thi shield functions as a invulnerable save. Due to the old and unstable nature of these shields at the beginning of the game roll a d3 on a 1-2 the save is a 4+ on a 3-4 a 5+ on a 5-6 the save functions on a 6

This message was edited 2 times. Last update was at 2012/04/11 15:02:04


8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams 
   
Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

captain collius wrote:Legendary Vehicle Castellum Ordinis 625 pts (apocalypse only)

The Castellum Ordinis (Fortress of Order) was Lion El'Jonson's Personal Command Tank during the Great Crusade this ancient Fellblade variant like is no longer seen in the Imperium of Man. mounting a massive Plasma Blastgun and having the capactiy to carry a fully armored command squad of marine makes this BAnebalde a Unique and revered Part of the Dark Angels. This variant also contains one of the last working Crakavian shield at the height of the crusades these shields could make a tank virtually indestrucitble. However with the loss of the knowledge of how to repair and maintain these shields they have almost all been lost to ravages of time.

The only times this tank is deployed are when a massive amount of the unfogiven have been deployed to take a fallen angel prisoner and only when Grandmaster Azrael is leading them.

Stormblade Arkurion pattern variant
front 14 Side 14 rear 12

weapons Plasma Blastgun
hull mounted heavy bolter
sponsons Assault cannons
mini-turrets lascannons
Crakavian shield

tranport capacity 8 marines

Crakavian shield- thi shield functions as a invulnerable save. Due to the old and unstable nature of these shields at the beginning of the game roll a d3 on a 1-2 the save is a 4+ on a 3-4 a 5+ on a 5-6 the save functions on a 6

i'm borrowing this if you don't mind

"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
Made in us
Liche Priest Hierophant






I'm liking that Archangel engine. What's it look like? Daemon infested Dreadnaught like a Soul Grinder, or more of a honkin' big Daemon?

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 gb
Fixture of Dakka






Dorset, Southern England

Anvildude wrote:I'm liking that Archangel engine. What's it look like? Daemon infested Dreadnaught like a Soul Grinder, or more of a honkin' big Daemon?


It's supposed to be ancient Pre-Heresy technology, kind of like a massive Mech Suit, but enclosed and awesome. I'm probably going to make a Psyker version. Maybe even combine it partially with blood reaper's idea of having different marks depending on the warrior inside.

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
Fireknife Shas'el





TyraelVladinhurst wrote:
captain collius wrote:Legendary Vehicle Castellum Ordinis 625 pts (apocalypse only)

The Castellum Ordinis (Fortress of Order) was Lion El'Jonson's Personal Command Tank during the Great Crusade this ancient Fellblade variant like is no longer seen in the Imperium of Man. mounting a massive Plasma Blastgun and having the capactiy to carry a fully armored command squad of marine makes this BAnebalde a Unique and revered Part of the Dark Angels. This variant also contains one of the last working Crakavian shield at the height of the crusades these shields could make a tank virtually indestrucitble. However with the loss of the knowledge of how to repair and maintain these shields they have almost all been lost to ravages of time.

The only times this tank is deployed are when a massive amount of the unfogiven have been deployed to take a fallen angel prisoner and only when Grandmaster Azrael is leading them.

Stormblade Arkurion pattern variant
front 14 Side 14 rear 12

weapons Plasma Blastgun
hull mounted heavy bolter
sponsons Assault cannons
mini-turrets lascannons
Crakavian shield

tranport capacity 8 marines

Crakavian shield- thi shield functions as a invulnerable save. Due to the old and unstable nature of these shields at the beginning of the game roll a d3 on a 1-2 the save is a 4+ on a 3-4 a 5+ on a 5-6 the save functions on a 6

i'm borrowing this if you don't mind


not at all

8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams 
   
Made in us
Missionary On A Mission




Richmond Va

I'm going to try my hand at a magic inspiration of a necron war machine. Imagine a raider body with gauss flux ark borad sides and a pylon-like firing crystal mounted on the back.

Doomsday Skiff
Fa- 12 Sa-12 Ra-11
Fast, Skimmer

Side mounted gauss flux ark Broadsides (Range 24' Assault 10 S 4 Ap 5)
Turret Mounted Gauss Demolisher Range 60' S 9 Ap 3 Large Blast

Advanced Targeting Systems- The Doomsday skiff may fire all of its weapons in a turn that it moves combat speed or under.

Necrofield- The Doomsday Skiff retains a 4++ against attacks fired from outside of 12 inches.

Ghostly Engineering- This vehicle ignores crew shaken and crew stunned

The necron Doomsday Skiff is a wonder of Necron engineering. Outfitted with advanced shields and weaponry it is capable of demolishing battle tanks and infantry units alike. It features a design similar to the Dark Eldar raider but in place of eather sails it holds a deadly firing crystal and is loaded with deadly broadsides not unlike that of the doomsday ark.

This message was edited 1 time. Last update was at 2012/04/11 13:07:28


My Overprotective Father wrote:Tyrants shooting emplaced weapons? A Hive Tyrant may be smarter than your average bug, but that still isint saying much

Pretre: Are repressors assault vehicles? If they are, I'm gonna need emergency pants.
n0t_u: No, but six can shoot out of it. Other than that it's a Rhino with a Heavy Flamer thrown on if I remember correctly.
Pretre: Thanks! I guess my pants are safe and clean after all.
 
   
Made in gb
Hardened Veteran Guardsman




Scotland

Imperial Guard

Riot Van Points: 35
Armor 10/10/9
Vehicle Type: Fast
Transport Capacity: 12

Wargear
Water cannon - Template, S 1 AP-.
All models under the template must take a strength test which results in the unit being pinned, if failed. At least 25% of a squad must fail their strength test for the pinned result to apply to the squad.

Special Rules
Assault Vehicle - Units disembarking from a Riot Van may assault on the turn they disembark.

If you are interested in reading a narrative, plot driven battle report I would very much appreciate you checking out "The Red Cuff Rebellion Campaign" here:
http://www.dakkadakka.com/dakkaforum/posts/list/442223.page

~Marsden 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

Imploder----25pts per model

F-S-R
5-5-5

Unit Composition: 1-5 Imploder(s)
Unit type: Fast

Special Rules:
Scout
Seperate Units: Each Imploder is a seperate model, and for all purposes do not count as squads of vehicles.
Mindless Drones: An Imploder is simply a shell which carries an explosive charge. They do not count for kill points. Furthermore, an Imploder which suffers a damaged or Crew related result ignores them.
High Explosive: If a Imploder suffers a destroyed result, it automatically uses the Fragmentation Blast special rule.
Precision Blast: If you ram a vehicle with an Imploder, remove it from play. It suffers a Str 8, AP 1 hit on whichever armour side has been hit. Roll 2D6 for Penetration.
Fragmentation Blast: At anytime you may fire a Fragmentation Blast. Remove it from play. Place down a large blast template over the position that the Imploder was placed. Every unit under the template suffers a strength 5, AP 4 hit.

Wargear:

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 se
Wicked Warp Spider






Ios

Eldar vehicle upgrades.

Gravitic Fields. 25 points (15 points per vehicle in squadrons)
The Eldar hull projects a field of reversed gravitons, deflecting and reducing the intensity of hits upon it. Any weapons striking the armour will have a reduced strength value by one. This does not apply to grenade type weapons which are attached directly onto the hull.
Non-grenade strikes on armour are at -1 strength

Plasma Prow. 5 points. Tanks only.
Fitted with plasma emitters along the front section of the hull, an Eldar tank with a plasma prow are more capable in ramming enemy vehicles. During a ramming attempt, the Eldar vehicle's armour counts as 14 in the front section.
Front armour value 14 during ramming

Internal Force Fields. 10 points. Transports only.
By encasing the transportation compartment, the untimely destruction of the vehicle will result not necessarily result in the death of it's valuable contents. An internal force field will prevent an embarked unit from dying or suffering life-threatening injury should ill fates befall the vehicle.
Embarked units do not suffer hits from vehicle explodes results.

Sensor Crystals. 10 points.
By attuning an array of heat and motion sensitive crystals, the Eldar vehicles interface is capable of providing enhanced visual information on the pilot's interface display, revealing otherwise obscured enemies, particularly effective at combating low-light conditions.
Allows re-rolls for night-fighting and similar visibility effects.

Chameleon Projector. 30 points (10 points per vehicle for squadrons).
By folding the light around the vehicle, the Eldar are capable of effectively hiding it from plain sight, though the effect is quickly spoiled at high speeds or after moderate battle damage, it is still an effective weapon to use during those crucial early minutes of battle.
Provides the vehicle with Infiltration universal special rule.
(Lower cost for squadrons since these are much more difficult to hide than a single vehicle and are significantly less durable.)

I really need to stay away from the 40K forums. 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

Mantis, Ambush Tank

AV:11/11/10
BS 3

Weapons:
Turret mounted: Twin Linked Heavy Bolters/Las Cannon/ "Demo Launcher"
with hull mounted Heavy Stubber

Standard mounting: Heavy Bolters with Stubber in the hull.

"Demo Launcher" a Small Cannon that uses compressed air to launch a impact detonated Demo Charge twice as far as a human can throw (if the cannon was too forceful the trigger could be set off), the Mantis is very cramped allowing only 5 charges to be carried safely. range 12 inchs

Infiltrate
Camo Netting, (standard)
Fast


The Mantis, Ambush tank is tiny compared to other tanks (crewed by only 2 men, the Driver and the Commander who does every other job,) and incredibly quiet which is a rarity in the armored world, and expecially the imperial guard. The Mantis is able to drive into a warzone ahead of the main advance and wait until the enemy approaches, then it fires upon the most critical targets with its weapons. Its signature weapon is a "Demo Launcher" which in essence is a mortar that uses compressed air (stored in tanks oboard and with an air compressor can replenish in the field but its not recommended as the compresor is noisy) to launch Demo Charges a good distance (twice that of the adverage human) into the enemy to obliderate them. Its also able to fit a pair of Twin Linked Heavy Bolters or Single Lascannon into the Mantis for anti infantry or anti armor work. the Survival rate of the Mantis is low and often considered a suicide mission. but there is never a shortage of "volunteers", but those who survive more then 2 missions are hailed as mechanized assassins and venerated for it.

Vulnerabilitys of the Mantis are blatantly apparent. Its job puts in directly in the middle of the enemy and once its presence is found the enemy will waste no effort to remove it, and its armor is thin to allow it to be stealthy but when the enemy turns its guns upon the mantis it will quickly buckle under fire. Its Demo Launcher, while powerful, can only launch 5 rounds then its left with only its hull mounted Heavy stubber, and is unable to attached a Pintle mounted weapon as the Command is already too busy operating the main weapon!

Points; 100 (base)
Change main weapon: To Las Cannon (15), to Demo Launcher (10)
All IG vehicale upgrades possible. bar the Pintle Mounted Weapons.

Its as wide as a sentinal base and slightly longer (about 1 and a half cm longer)


resembles this tank.
As always, everything is subject to change

This message was edited 1 time. Last update was at 2012/04/12 01:14:30


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
Yellin' Yoof on a Scooter



scotland

space marine codex of any type = 300pts

the mark IV raid responce armoured elephant

the M4 R.R.A.E. was designed to supercede the original epephant design. sporting heavy adamantum out shell followed by a repulser shield the M4 R.R.A.E. can traverse the most hazards and hottest combat zones with little fear of damage. if its defences are scary its guns are heart stopping. it carries 4 hull mounted assault cannons as standard. most are then given 6 yesy 6 heavy bolters to be controlled by the crew. on top of this the most recent types have been none to relace there infantry transport caacity with vehicle enabled transport and in an extreme case it has removed its tranort capacity entirely to carry the titan threatning TCPD (titan class plasma demolisher)

armour 14/14/13
4 hull mounted assault cannons (one is each corner)
transort capacity 25 models
can carry terminators (count as 2)
can carry jump infantry (count as 2 can simply jump from the vehicle as count as leaving an open topped vehicle)

repulser shield - the repulsar shield is a nasty thing to come into contact with unperpared and can often end badly. when the elephnat takes a penetrating hit the model that caused it takes a strength 8 ap 1 wound. if this kills the model than the penetrating hit is negated if not resolve it as normal. in addition if the vehilces starts its movement phase with an enemy model within 6 inches it can choose to deactive its assault cannons and overload the shield. the assault cannons cant fire in the next shooting phase and the shield is disregarded until the elephants next movement phase. all units within 6 inches take strength 10 ap - hits equal to the number of models in the unit within the 6 inches vehicles are hit on the side armour. the elephant then takes a glancing hit.

the elephant can buy 6 turret mounted heavy bolters for 60 ts to fire these the vehicle must remain stationary.

the vehicle can replace its transort capacity to carry 2 rhinos or 2 razorbacks or 2 whirlwinds or 2 predators or 2 vindicators or 1 land raider for 100 pts (the tanks can carry models themselves)

the elephant may replace its tranport capacity with a TCPD for 250 pts

tcpd has a range of 120 inches and fires either 2 large blasts at strength 8 ap 3 or 1 large blast at srength 10 ap 1 it uses indirect fire and always scatter the full 2d6

6th editon slate:

necrons 4000pts 18/3/16
grey knights 600pts 1/0/0 
   
Made in gb
Barpharanges







destuctir wrote:space marine codex of any type = 300pts

the mark IV raid responce armoured elephant

the M4 R.R.A.E. was designed to supercede the original epephant design. sporting heavy adamantum out shell followed by a repulser shield the M4 R.R.A.E. can traverse the most hazards and hottest combat zones with little fear of damage. if its defences are scary its guns are heart stopping. it carries 4 hull mounted assault cannons as standard. most are then given 6 yesy 6 heavy bolters to be controlled by the crew. on top of this the most recent types have been none to relace there infantry transport caacity with vehicle enabled transport and in an extreme case it has removed its tranort capacity entirely to carry the titan threatning TCPD (titan class plasma demolisher)

armour 14/14/13
4 hull mounted assault cannons (one is each corner)
transort capacity 25 models
can carry terminators (count as 2)
can carry jump infantry (count as 2 can simply jump from the vehicle as count as leaving an open topped vehicle)

repulser shield - the repulsar shield is a nasty thing to come into contact with unperpared and can often end badly. when the elephnat takes a penetrating hit the model that caused it takes a strength 8 ap 1 wound. if this kills the model than the penetrating hit is negated if not resolve it as normal. in addition if the vehilces starts its movement phase with an enemy model within 6 inches it can choose to deactive its assault cannons and overload the shield. the assault cannons cant fire in the next shooting phase and the shield is disregarded until the elephants next movement phase. all units within 6 inches take strength 10 ap - hits equal to the number of models in the unit within the 6 inches vehicles are hit on the side armour. the elephant then takes a glancing hit.

the elephant can buy 6 turret mounted heavy bolters for 60 ts to fire these the vehicle must remain stationary.

the vehicle can replace its transort capacity to carry 2 rhinos or 2 razorbacks or 2 whirlwinds or 2 predators or 2 vindicators or 1 land raider for 100 pts (the tanks can carry models themselves)

the elephant may replace its tranport capacity with a TCPD for 250 pts

tcpd has a range of 120 inches and fires either 2 large blasts at strength 8 ap 3 or 1 large blast at srength 10 ap 1 it uses indirect fire and always scatter the full 2d6


That just seems ridiculously overpowered, I can't even describe a way to fix that. I mean, it's point cost would have to be around a 1000 points, and would only be balanced in Apocalypse, and even in such games it still be over powered. A land raider for a hundred points?

The biggest indicator someone is a loser is them complaining about 3d printers or piracy.  
   
Made in gb
Fixture of Dakka






Dorset, Southern England

destuctir wrote:space marine codex of any type = 300pts

the mark IV raid responce armoured elephant

the M4 R.R.A.E. was designed to supercede the original epephant design. sporting heavy adamantum out shell followed by a repulser shield the M4 R.R.A.E. can traverse the most hazards and hottest combat zones with little fear of damage. if its defences are scary its guns are heart stopping. it carries 4 hull mounted assault cannons as standard. most are then given 6 yesy 6 heavy bolters to be controlled by the crew. on top of this the most recent types have been none to relace there infantry transport caacity with vehicle enabled transport and in an extreme case it has removed its tranort capacity entirely to carry the titan threatning TCPD (titan class plasma demolisher)

armour 14/14/13
4 hull mounted assault cannons (one is each corner)
transort capacity 25 models
can carry terminators (count as 2)
can carry jump infantry (count as 2 can simply jump from the vehicle as count as leaving an open topped vehicle)

repulser shield - the repulsar shield is a nasty thing to come into contact with unperpared and can often end badly. when the elephnat takes a penetrating hit the model that caused it takes a strength 8 ap 1 wound. if this kills the model than the penetrating hit is negated if not resolve it as normal. in addition if the vehilces starts its movement phase with an enemy model within 6 inches it can choose to deactive its assault cannons and overload the shield. the assault cannons cant fire in the next shooting phase and the shield is disregarded until the elephants next movement phase. all units within 6 inches take strength 10 ap - hits equal to the number of models in the unit within the 6 inches vehicles are hit on the side armour. the elephant then takes a glancing hit.

the elephant can buy 6 turret mounted heavy bolters for 60 ts to fire these the vehicle must remain stationary.

the vehicle can replace its transort capacity to carry 2 rhinos or 2 razorbacks or 2 whirlwinds or 2 predators or 2 vindicators or 1 land raider for 100 pts (the tanks can carry models themselves)

the elephant may replace its tranport capacity with a TCPD for 250 pts

tcpd has a range of 120 inches and fires either 2 large blasts at strength 8 ap 3 or 1 large blast at srength 10 ap 1 it uses indirect fire and always scatter the full 2d6


FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-

This is broken to insanity! The Repulser shield - *shudder* - means that you will eat through almost anything that doesn't have an invulnerable save, will be able to take down Predators in a single hit.

TCPD. I know it scatters fully, but that doesn't really matter when it's 2 fething large blast templates! A strength 10 AP 1 Large Blast however... words escape me.

"Okay, with my 300 point model, I'm going to fire my massive 120" range gun at you! 1 Strength 10 AP 1 blast on your Land Raider!"

"Ok, now that you penetrated my vehicle with your melta vet, I get to frazzle him and nullify the effect!"

DON'T. YOU. DARE. USE. IT. EVER.

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
Fireknife Shas'el





BlapBlapBlap wrote:
destuctir wrote:space marine codex of any type = 300pts

the mark IV raid responce armoured elephant

the M4 R.R.A.E. was designed to supercede the original epephant design. sporting heavy adamantum out shell followed by a repulser shield the M4 R.R.A.E. can traverse the most hazards and hottest combat zones with little fear of damage. if its defences are scary its guns are heart stopping. it carries 4 hull mounted assault cannons as standard. most are then given 6 yesy 6 heavy bolters to be controlled by the crew. on top of this the most recent types have been none to relace there infantry transport caacity with vehicle enabled transport and in an extreme case it has removed its tranort capacity entirely to carry the titan threatning TCPD (titan class plasma demolisher)

armour 14/14/13
4 hull mounted assault cannons (one is each corner)
transort capacity 25 models
can carry terminators (count as 2)
can carry jump infantry (count as 2 can simply jump from the vehicle as count as leaving an open topped vehicle)

repulser shield - the repulsar shield is a nasty thing to come into contact with unperpared and can often end badly. when the elephnat takes a penetrating hit the model that caused it takes a strength 8 ap 1 wound. if this kills the model than the penetrating hit is negated if not resolve it as normal. in addition if the vehilces starts its movement phase with an enemy model within 6 inches it can choose to deactive its assault cannons and overload the shield. the assault cannons cant fire in the next shooting phase and the shield is disregarded until the elephants next movement phase. all units within 6 inches take strength 10 ap - hits equal to the number of models in the unit within the 6 inches vehicles are hit on the side armour. the elephant then takes a glancing hit.

the elephant can buy 6 turret mounted heavy bolters for 60 ts to fire these the vehicle must remain stationary.

the vehicle can replace its transort capacity to carry 2 rhinos or 2 razorbacks or 2 whirlwinds or 2 predators or 2 vindicators or 1 land raider for 100 pts (the tanks can carry models themselves)

the elephant may replace its tranport capacity with a TCPD for 250 pts

tcpd has a range of 120 inches and fires either 2 large blasts at strength 8 ap 3 or 1 large blast at srength 10 ap 1 it uses indirect fire and always scatter the full 2d6


FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-

This is broken to insanity! The Repulser shield - *shudder* - means that you will eat through almost anything that doesn't have an invulnerable save, will be able to take down Predators in a single hit.

TCPD. I know it scatters fully, but that doesn't really matter when it's 2 fething large blast templates! A strength 10 AP 1 Large Blast however... words escape me.

"Okay, with my 300 point model, I'm going to fire my massive 120" range gun at you! 1 Strength 10 AP 1 blast on your Land Raider!"

"Ok, now that you penetrated my vehicle with your melta vet, I get to frazzle him and nullify the effect!"

DON'T. YOU. DARE. USE. IT. EVER.


+1 WTF man WTF

8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams 
   
Made in us
Willing Inquisitorial Excruciator





Imperial Embassy

BlapBlapBlap wrote:
destuctir wrote:space marine codex of any type = 300pts

the mark IV raid responce armoured elephant

the M4 R.R.A.E. was designed to supercede the original epephant design. sporting heavy adamantum out shell followed by a repulser shield the M4 R.R.A.E. can traverse the most hazards and hottest combat zones with little fear of damage. if its defences are scary its guns are heart stopping. it carries 4 hull mounted assault cannons as standard. most are then given 6 yesy 6 heavy bolters to be controlled by the crew. on top of this the most recent types have been none to relace there infantry transport caacity with vehicle enabled transport and in an extreme case it has removed its tranort capacity entirely to carry the titan threatning TCPD (titan class plasma demolisher)

armour 14/14/13
4 hull mounted assault cannons (one is each corner)
transort capacity 25 models
can carry terminators (count as 2)
can carry jump infantry (count as 2 can simply jump from the vehicle as count as leaving an open topped vehicle)

repulser shield - the repulsar shield is a nasty thing to come into contact with unperpared and can often end badly. when the elephnat takes a penetrating hit the model that caused it takes a strength 8 ap 1 wound. if this kills the model than the penetrating hit is negated if not resolve it as normal. in addition if the vehilces starts its movement phase with an enemy model within 6 inches it can choose to deactive its assault cannons and overload the shield. the assault cannons cant fire in the next shooting phase and the shield is disregarded until the elephants next movement phase. all units within 6 inches take strength 10 ap - hits equal to the number of models in the unit within the 6 inches vehicles are hit on the side armour. the elephant then takes a glancing hit.

the elephant can buy 6 turret mounted heavy bolters for 60 ts to fire these the vehicle must remain stationary.

the vehicle can replace its transort capacity to carry 2 rhinos or 2 razorbacks or 2 whirlwinds or 2 predators or 2 vindicators or 1 land raider for 100 pts (the tanks can carry models themselves)

the elephant may replace its tranport capacity with a TCPD for 250 pts

tcpd has a range of 120 inches and fires either 2 large blasts at strength 8 ap 3 or 1 large blast at srength 10 ap 1 it uses indirect fire and always scatter the full 2d6


FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-

This is broken to insanity! The Repulser shield - *shudder* - means that you will eat through almost anything that doesn't have an invulnerable save, will be able to take down Predators in a single hit.

TCPD. I know it scatters fully, but that doesn't really matter when it's 2 fething large blast templates! A strength 10 AP 1 Large Blast however... words escape me.

"Okay, with my 300 point model, I'm going to fire my massive 120" range gun at you! 1 Strength 10 AP 1 blast on your Land Raider!"

"Ok, now that you penetrated my vehicle with your melta vet, I get to frazzle him and nullify the effect!"

DON'T. YOU. DARE. USE. IT. EVER.

eh, not so bad. i made a fan dex back in 4th that was to counter the necrons super over poweredness at the time. now in 5th, they are god

"Those that Dare impersonate the dead are judged to join their ranks!"- Alucard
6970 points of Preheresy Night Lords 7681 points Preheresy thousand sons 8230 points Preheresy Iron Warriors 3230 points Preheresy Death Guard 4940 points preheresy Dark Angels 4888 points preheresy Iron Hands 2030 points preheresy Blood Angels 2280 points preheresy space wolfs 1065 points preheresy white scars 3210 points preheresy sons of Horus 1660 points Grey Knights 628 points Sister of Battle 2960 points adeptus mechanicus 18650 points Titanicus legio Nex Caput capitis 5566 points Imperial Guard 5875 points Preheresy Emperor's Children 3735 points Preheresy World Eaters 1710 points Preheresy Word Bearers 2090 points preheresy Imperial Fists 1570 points preheresy Alpha Legion 4600 points necrons 1420 points prehersy Raven Guard 960 points prehersy Salamanders 6334 points Tau Empire 20942 points tyranids 8722 points eldar 3125 points dark eldar 10745 points Bearers of the Light 1415 points Preheresy Luna Wolves 8508 points Chaos

 
   
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.
Roll a D6 when firing the Cataclysm Cannon.
1-2: fires 2 shells
3-4: fires 4 shells
5 "Full rotation: fires 6 shells
6 "Unrelenting Bombardment": fires 6 shells but roll another D6 and add the additional shells, if roll another 6 add 6 more shells and repeat with another D6 and add those shells. if another 6 is rolled add 6 more shells ( total 18 Earth Shaker Shells templates) and do not continue the crew cannot keep up with the cannon and the system stops when it runs out of shells, it cannot fire next turn as the crew reloads the entire system.

note: each seperate shell scatters sepratly full distance 2d6 (unless a hit is rolled). even if the initial target is obbliderated by the the first few shells the remaining shells still land and scatter.
ex: 6 shells are fired at a pack of chaos marines and the first 2 shells annialate the whole group. but the remaining 3 still land around where the squad once stood but have the possiblity to scatter onto other units (a matter of chance but still possible)

cannot fire directly.

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

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

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


Points; 450 base
vehicale upgrades (stubber, hunter killer etc)
Add sponsons (starts without any), first set +50, second set +100


always subject to change.

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
Proud Triarch Praetorian





Engine of War wrote: Hail Storm, Super Heavy Artillary

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

6 barreled Rotary Earth Shaker, known as the Cataclysm Cannon System.
a gigantic 6 barreled cannon that can launch a unrelenting barrage of earth shaker shells to obliderate targets. concentrated fire from even 1 Hail Storm can reduce a sizable fortress to dust THe only issue is the cannon is extreamly complicated and cannot always fire a full salvo but it always manages to fire at least 2 shells, but when all goes right it can fire almost indeffinatly until it runs out of ammo (as the crews can't keep up with the ammo hungry monster of a cannon)
Earth shaker stats per shell.
Roll a D6 when firing the Cataclysm Cannon.
1-2: fires 2 shells
3-4: fires 4 shells
5 "Full rotation: fires 6 shells
6 "Unrelenting Bombardment": fires 6 shells but roll another D6 and add the additional shells, if roll another 6 add 6 more shells and repeat with another D6 and add those shells. if another 6 is rolled add 6 more shells ( total 18 Earth Shaker Shells templates) and do not continue the crew cannot keep up with the cannon and the system stops when it runs out of shells, it cannot fire next turn as the crew reloads the entire system.

note: each seperate shell scatters sepratly full distance 2d6 (unless a hit is rolled). even if the initial target is obbliderated by the the first few shells the remaining shells still land and scatter.
ex: 6 shells are fired at a pack of chaos marines and the first 2 shells annialate the whole group. but the remaining 3 still land around where the squad once stood but have the possiblity to scatter onto other units (a matter of chance but still possible)

cannot fire directly.

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

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

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


Points; 450 base
vehicale upgrades (stubber, hunter killer etc)
Add sponsons (starts without any), first set +50, second set +100


always subject to change.


I love it, but it seems like Orks should have it not the IoM

Experience is something you get just after you need it
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Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
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Made in de
Wrathful Warlord Titan Commander






germany,bavaria

Engine of War wrote: Hail Storm, Super Heavy Artillary

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

6 barreled Rotary Earth Shaker, known as the Cataclysm Cannon System.

Roll a D6 when firing the Cataclysm Cannon.
1-2: fires 2 shells
3-4: fires 4 shells
5 "Full rotation: fires 6 shells
6 "Unrelenting Bombardment": fires 6 shells but roll another D6 and add the additional shells, if roll another 6 add 6 more shells and repeat with another D6 and add those shells. if another 6 is rolled add 6 more shells ( total 18 Earth Shaker Shells templates) and do not continue the crew cannot keep up with the cannon and the system stops when it runs out of shells, it cannot fire next turn as the crew reloads the entire system.

note: each seperate shell scatters sepratly full distance 2d6 (unless a hit is rolled). even if the initial target is obliterated by the the first few shells the remaining shells still land and scatter.
ex: 6 shells are fired at a pack of chaos marines and the first 2 shells annialate the whole group. but the remaining 3 still land around where the squad once stood but have the possiblity to scatter onto other units (a matter of chance but still possible)


Methinks you should use the apocalyptic barrage template instead of this complicated explanation of a salvo from that system. An artillery piece like this wouldn't change its aim between shots, just start to barrage until it gets hot or out of ammo. This pretty much fits to the ABT, since it provides a randomness and still keeps the whole salvo as close as it would be.
Maybe there should be a roll when you got "unrelenting bombardment" to check if the crew was able to reload to fire the Cataclysm cannon next turn at its full capacity or not.

Old VCR designs ( and existant as models ) :

IG Missile launcher system mounted on a halftrack:

Vehicle type = tank
Armor: 12 / 11 / 10
BS = 3
Cost = 178 points / Heavy support choice of an IG army

Weapons:
- Multistarter ( 10 barrels ) : range 72" , S 5 , Ap 4 , w3 ordinance barrage.
- stormbolter / heavy stubber.
- may take search light, HK-missile, extra armor, camo netting from codex IG vehicle upgrades.

Heavy Tank

Vehicle type = Tank / heavy
Armor: 14 / 14 / 12
BS = 3 ( may take veteran crew upgrade for +1 BS at 15 points )
Cost = 275 points / Heavy support choice of an IG army

Weapons:
- quad barreled battle cannon : range 72", S8 , Ap 3, w4 ordinance
- front mounted TwinLinked heavy bolter
- may take vehicle upgrades from codex IG

special rules: massive heap of metal. Whenever it rams anything, this tank adds +2 to the strength of its hit.

Silencer class Titan

vehicle type = Walker / superheavy
Armor: 14 / 12 / 12
BS = 4 WS = 4 S= 5 I = 3 A = 4
Structure points = 4
Shields = 4
Orbital lander
Hidden threat
improved engines
Cost = ??

Weapons:
Front: Lasercannon-array (Mega/Gatling/longrange/Titankiller) 72" , S10 , ap1 , w6 heavy
On top: Missile launcher battery (Mega/longrange/barrage) 72", S6 , ap3 , ordnance 4
Arm 1: Plasmacannon (Mega/explosive/longrange/twinlinked) 54" , S8 , ap1 , ordnance 1
Arm 2: Vanquishercannon (Mega/titankiller) 72" , S = D , ap2 , ordnance 1
Secondary mount on Arms: HK missiles, up to 4 per Side.
Both Arms: CCW

Orbital lander = may deepstrike on its own.
Hidden = may bury itself / hide, may begin the game as scout.
improved engines = its medium armor and its powerful reactors allow it a fast paced advance, thus +6" per turn.

Silencer class machines are rare and none has been reported yet as part of any of the Titan Legions, however as a lone hunter there may be a reason for the Adeptus Titanicus to deny its existance. It seems to prefer a close distance to its prey. The few scraps of camera footage that exist, hint on a height of ?? metres ( ~ 50cm as model ).

variants of the baneblade based tanks: Lightblade

The Lightblade uses the chassis and the statline of the baneblade, but swaps the main gun for a double barreled turbolaser, normally found on Titans. I have added the option to take TL-autocannons instead of the usual HB ones.
IMO, the Turbolaser should add + 50 points and the TL AC sponsons should add + 5 points each.
Main weapon borrowed from the Apoc book, weapons of a warhound.
May take Vehicle upgrades from codex IG / apoc

variants of the baneblade based tanks: Firesword

Like its cousins, the Firesword is based on the Baneblade. It swaps the main gun for a inferno cannon from a warhound. Replaces the demolisher cannon with another TL heavy bolter. Has the option to use either TL-HB or TL Heavy-flamer sponsons, replaces the lascannons with flamers. IMO, the short range should keep the cost close to the Baneblade. Maybe reduce it a bit ? - 50 ?
May take Vehicle upgrades from codex IG / apoc

variants of the baneblade based tanks: Shadowhammer

Another cousin, the Shadowhammer. A tank who replaces the Main turret with a missile launcher, an Apoc launcher normally found on the shoulders of a warlord. Because its 360° movable launcher platform, there is no space for a demolisher nor is there any for secondary sponsons. So this tank has just the TL-HB and 1 set of sponsons with TL HB for close defence and autocannon in its small turrets.
IMO it should stay around the cost of the Baneblade, so +- 0.
May take Vehicle upgrades from codex IG / apoc

Land Raider variant:

vehicle type = tank
BS = 4
Armor 14 / 14 / 14
transport capacity = 10
Cost = 280

Weapons:
- quad linked autocannons on both sides = range 48" , S 7 , Ap 4 , 2x heavy 6
- twin linked lascannon in turret
May take Vehicle upgrades from codex space marines

Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

ill re-word 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.

Impact.
IT lands very simply. the Hailstorm aims at a single target like any other artillary peice then it scatters from there. The shells travel full scatter unless a direct hit is rolled.
If the target is destroyed its remaining shells still have to scatter from its previous targets location.

EX: if ther eis a mob of Orks and the center Nob is the target of the HailStorm and the HailStorms owner manages to roll a 6 (Reletless Bombbardment) then a 5 (adds 6 more shells in total of 12), then all 12 shells must scatter from the Nobs location.

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

edit: of course it would need to be tested. on paper is one thing but in battle is another.

This message was edited 3 times. Last update was at 2012/04/16 03:18:38


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
Pyromaniac Hellhound Pilot






Schrott

Leman Russ Desecrator. (Origional concept by Jerjare)

BS 3
AV: 14/13/10

Weapons:
Desecrator Cannon:
Inferno Cannon style Chem Cannon (from the Banewolf), review rules from Inferno Cannon and Chem Cannon.

Additional Chem Cannon Sponsons possible, but replace the possibility of Heavy Flamers.
All other sponsons possible (heavy bolter/multi melta/ plasma cannon)
Front mounted Chem cannon possible. as well as standard heavy bolter or las cannon

Stubber/Hunter killer/ etc possible


The Desecrator Leman Russ is the bigger brother to the Banewolf hellhound varient. Equiped with a huge chemical tank on the rear (or in a trailer) holding its deadly payload that its main weapon gushes upon the enemy like its smaller cousin, melting its foes in a unrelenting torrent of flesh melting chemicals at ranges further then the Banewolf. Any foe foolish enough to appraoch a Desecrator would be instantly covered and melted by its multiple Chem weapons, in its sponsons and front hull, including its main Desecrator Chem Cannon. Vast swaths of enemy swarms are melted and destroyed, even those clad in armor are destroyed by the Chemical weapons of the Desecrator.

The Desecrator would be extreamly effective against infantry or heavy infantry in power armor (even monstrous creatures), BUT the weapons only fire the flamer template (which compared to a larger template cannot kill as may units) and are extreamly short ranged. Many Anti tank weapons can outrange even its main weapon, and should a Desecrator actully make it to Chem Cannon range then it requires the death of all enemy infantry or risk melee attack by some rather ticked enemy infantry!

Points:
Base:175
20 points form chem cannon sponsons.

all other upgrades for IG armor possible.

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
Pyromaniac Hellhound Pilot






Schrott

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

Always subject to change.

This message was edited 1 time. Last update was at 2012/05/02 05:06:02


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
Fixture of Dakka






Dorset, Southern England

Pirius Pattern Predator - 175pts

BS 4

F 11
S 11
R 10

Unit Composition - 1 Pirius Patter Predator
Unit Type: Vehicle (Tank)
Wargear: Sabre Pattern Lascannon, Smoke Launchers, Extra Armour

Sabre Pattern Lascannon: Str 9, AP 2, Rng 72", Heavy 1, Charged Shot

Charged Shot: If the commanding player chooses to do so, he can release a charged shot. It becomes a Lance Weapon and rolls 2D6 for penetration. However, due to the enormous power drain, the Predator may not move before shooting, fire other weapons, and may not make any actions the following turn.

Special Rules:
Quantum Shielding: The inbuilt field surrounding the Predator can nullify most attacks. The Predator has a 4+ Cover Save.
Weapon Systems: If you take a turret weapon and sponsons of a similar type, they may be fired at the same time as long as you can fire one weapon. The similar weapons are

Sabre Pattern Lascannon and Lascannon Sponsons
Drako Pattern Nova-cannon and Plasma Cannon Sponsons
Lation pattern Furnace Cannon and Multi-Melta Sponsons


Options:

May replace Sabre Pattern Lascannon with Drako Pattern Nova-cannon for free

Drako Pattern Nova-cannon: Str 7, AP 2, Large Blast, Rng 48"

May replace Sabre Pattern Lascannon with Lation pattern Furnace Cannon for +15pts

Lation pattern Furnace Cannon: Str 8, AP 1, Heavy 1, Rng 36", Melta, Lance

May take:

Lascannon Sponsons for +65pts

Plasma Cannon Sponsons for +30pts

Multi-Melta Sponsons for +80pts

May take Upgraded Optics for +25pts

Upgraded Optics make one Weapon of your choice twin linked.

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?
 
   
 
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