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![[Post New]](/s/i/i.gif) 2013/01/19 18:33:07
Subject: Hurricane Air Superiority Fighter
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Bane Lord Tartar Sauce
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I know that there is a similar thread fairly early on this page, but I didn't want to hijack it with my own idea so I figured I'd make my own post. The idea is a AA fighter that is available to all Imperial codices, as well as chaos marines. Any feedback on the design would be appreciated.
The Hurricane Air Superiority Fighter is available as a fast attack choice to any army using any of the following codexes:
Space Marines
Space Wolves
Dark Angels
Blood Angels
Black Templars
Imperial Guard (see exceptions)
Sisters of Battle (see exceptions)
Chaos Space Marines (see exceptions)
Grey Knights (see exceptions)
Additionally, the following Forge World lists may include Hurricane Fighter as a fast attack choice:
Elysians (use the profile for Imperial Guard)
Maybe others (don't know FW that well).
Hurricane Air Superiority Fighter
160 points
BS4 AV11/11/10 HP3
Wargear:
2 Flak Missiles
Long Barrel Assault Cannon
Options:
May take 2 additional Flak Missiles for 10 points.
May replace all Flak Missiles with either Hellion Incendiary Missiles or Sidewinder Missiles for 5 points per missile.
You may replace the long-barrel assault cannon with a single TL Lascannon for free.
Flak Missiles: 36", S7, AP4, Heavy 1, 1 use only.
Sidewinder Missles: 36", S6, AP2, Heavy 1, 1 use only, Sidewinder
Long Barrel Assault Cannon: 36", S6, AP4, Heavy 4, Rending.
Hellion Incendiary Missiles: Range 24". S6 AP3 Heavy 1, Small Blast, Ignores Cover, 1 Shot only.
Sidewinder: This weapon is equipped with an advanced machine spirit which guides the weapons towards the warm thermal exhaust emmitted by a fighter's engines, causing them to inflict maximum damage. However, due to the volatile nature of the machine spirit, they sometimes veer wildly off course.
Sidewinder Missiles are fired always require a 4+ to hit, regardless of the Hurricanes current ballistic skill or any other modifiers. Additionally, if fired against a flyer, they always hit on that fliers rear armor. However, as AA missiles they can never be fired at ground targets.
Grey Knights Hurricane Fighters
Grey Knights Hurricane Fighters cost an additional 20 points and gain the Psychic Pilot (it counts as mastery level 1) and The Aegis special rules. Additionally, they gain both the Fortitude psychic power (see Codex: Grey Knights) and the Air Hunter Psychic power. These powers can not be exchanged for powers in the main rule book. Furthermore, it replaces its long barrel assault cannon with a psycannon and may replace all of its missiles with mindstrike missiles for free.
Air Hunter: The pilot bends reality around the Hurricane, allowing it to move faster and pull off otherwise impossible stunts.
If successfully cast, the Hurricane Fighter gains the vector dancer USR and may move an additional 6" during the movement phase. However, during your opponents next turn you may not jink, and during your next turn the Hurricane Fighter may only snap-fire weapons.
Chaos Space Marines:
Chaos Space Marine Hurricane Fighters costs 10 additional points and replaces its Long Barrel Assault Cannon with a twin-linked Hades Autocannon.
Chaos Space Marine Hurricane Fighters may not take Sidewinder Missiles, but may instead all their missiles with 2 autocannons for 20 points.
They may also take one of the following upgrades:
Mark of Khrone - 10 points. When firing at models with a cover save, their save is reduced by 1
Mark of Nurgle - 20 points: When a model firing at the Hurricane rolls for armor penetration, they roll an additional D6 and discard the highest.
Mark of Slaneesh - 15 points: The Hurricane gains the Vector Dancer USR. Additionally, it may replace all of its missiles with 2 Blast Masters for 10 points.
Mark of Tzeentch - 25 points: The Hurricane ignores shaken and stunned results and all of its autocannons and hades autocannons are now AP3.
Daemonic Possession - 30 points: The Hurricane becomes a daemon engine, gaining the Daemon Forge, Daemon, and It Will Not Die USRs. However, it is reduced to BS3.
IG Hurricane:
Cost is reduced by 10 points.
It's base ballistic skill is reduced to 3
IG Hurricanes may not purchase additional missiles.
IG Hurricanes may be taken in squadrons of 0-3
Sisters of Battle Hurricane:
Cost increased by 10 points.
Gains a 6++ Save
A single Sisters of Battle Hurricane per force organization chart may exchange all missiles for a Holy Beacon for free. As long as the Hurricane with a Holy Beacon is on the battlefield, the sisters of battle player generates an additional 1D3 faith points per turn (if playing with multiple FOC or Apocalypse, the effect is cumulative for each Holy Beacon). Furthermore, all friendly units from Codex: Sisters of Battle within 12" of the Hurricane improve their invulnerable save by 1 (with units with no invulnerable save getting a 6++ save). Holy Beacons count as a weapon, and may be destroyed by weapons destroyed results.
EDIT: Updated the first post to reflect all changes made.
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This message was edited 2 times. Last update was at 2013/01/21 06:02:33
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![[Post New]](/s/i/i.gif) 2013/01/19 20:29:15
Subject: Hurricane Air Superiority Fighter
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Fireknife Shas'el
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This is actually really nice and looks like you put a bit of work into it. My ONLY concern is the sidewinder missiles. There is no reason not to take them. Especially with Chaos since the Daemonic possession is too good to pass up and it makes the 4+ to hit inconsequential.
Maybe make the Flakk Missiles not just a one shot weapon. But as it is, there is no reason to take anything other than Sidewinders. You're likely to go up against a flyer and they hit rear armor regardless of location. Tie Deamonforge in with that and for 190 points you'll have 1-4 dead flyers.
That being said, I really like this.
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I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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![[Post New]](/s/i/i.gif) 2013/01/19 20:42:49
Subject: Hurricane Air Superiority Fighter
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Bane Lord Tartar Sauce
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Savageconvoy wrote:This is actually really nice and looks like you put a bit of work into it. My ONLY concern is the sidewinder missiles. There is no reason not to take them. Especially with Chaos since the Daemonic possession is too good to pass up and it makes the 4+ to hit inconsequential.
Maybe make the Flakk Missiles not just a one shot weapon. But as it is, there is no reason to take anything other than Sidewinders. You're likely to go up against a flyer and they hit rear armor regardless of location. Tie Deamonforge in with that and for 190 points you'll have 1-4 dead flyers.
That being said, I really like this.
As a note, Chaos can't take Sidewinders, they can't take any missiles other than Flak or Hellion. I would want to keep Sidewinders in since the idea for those missiles is what started the unit, but if they are too good I realize that I have to make changes. What if I drop the Sidewinders down to S6? Would that still be strictly better than Flakk?
Also, I wouldn't say I put that much work into it. I thought of the idea originally as an upgrade option for Nephilim, then decided to make it its own platform. I really just spent probably 30 minutes at the most on the concept, just going with what 'felt right' and trying my best to use concise wording.
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This message was edited 2 times. Last update was at 2013/01/19 20:46:16
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![[Post New]](/s/i/i.gif) 2013/01/19 20:52:47
Subject: Hurricane Air Superiority Fighter
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Fireknife Shas'el
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Sorry, missed that bit.
S6 Would be great with them. Still a good chance to pen/glance and one shot too.
But just the fact that you listed out every faction that can take it and even gave some faction specific limits and rules really fleshes out your idea. And I really like the price/weapon ratio on it. It's got a good "I'm actively trying to not break the game" vibe to it.
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I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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![[Post New]](/s/i/i.gif) 2013/01/19 21:42:46
Subject: Hurricane Air Superiority Fighter
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Been Around the Block
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This is really nice, I like it allot.
The only change I would suggest is that maybe the imperial guard version should be BS 3, with some small points reduction in compensation. Just because as far as I know all IG vehicles have BS 3.
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![[Post New]](/s/i/i.gif) 2013/01/20 00:19:20
Subject: Hurricane Air Superiority Fighter
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Wicked Warp Spider
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One small fluff issue: Space Marine forces of the Imperium aren't issued with the same armoured vehicles as the Imperial Guard in order for the Imperial Guard to be able to act as a counter balance should the Space Marine chapter rebel. As such, you should either focus on the IG segment or the SM segment to keep it fluffy. Grey Knights and Sisters of Battle would be IG segment and their pilot would be a henchman-quality, imo.
Also, as a Xenos player at heart, blanket adding equipment to 60% of the factions which is never Xenos just makes me cynically sigh with exasperation. And wish 80% of the SM codices were taken out of print.
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I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2013/01/20 01:52:17
Subject: Hurricane Air Superiority Fighter
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Boom! Leman Russ Commander
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Well feth you too then.
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![[Post New]](/s/i/i.gif) 2013/01/20 04:24:49
Subject: Re:Hurricane Air Superiority Fighter
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Numberless Necron Warrior
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Well you could make an Imperial Navy fighter? That would allow it to be used in all Imperial Codices, as a sort of allied vehicle.
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![[Post New]](/s/i/i.gif) 2013/01/20 04:36:22
Subject: Re:Hurricane Air Superiority Fighter
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Bane Lord Tartar Sauce
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You raise an interesting point which I overlooked. I guess away around it is by just saying that while the versions given to non-SM and SM have superficial differences, in terms of performance they are identical. However, I disagree that the GK version would be piloted by a Henchman, GK's pilot the majority of their own vehicles, and I wouldn't want to force GK players to take an Inquisitor to take the Hurricane.
How about these for IG and Sisters variants
IG Hurricane:
Cost is reduced by 10 points.
It's base ballistic skill is reduced to 3
IG Hurricanes may not purchase additional missiles.
IG Hurricanes may be taken in squadrons of 0-3
Sisters of Battle Hurricane
Ballistic Skill Reduced to 3
Gains a 6++ invulnerable save.
A single Sisters of Battle Hurricane per FOC used may replace all of their missiles with a Holy Beacon for free. As long as the Hurricane with a Holy Beacon is on the battlefield, the sisters of battle player generates an additional 1D3 faith points per turn (if playing with multiple FOC or Apocalypse, the effect is cumulative for each Holy Beacon). Furthermore, all friendly units from Codex: Sisters of Battle within 12" of the Hurricane improve their invulnerable save by 1 (with units with no invulnerable save getting a 6++ save). Holy Beacons count as a weapon, and may be destroyed by weapons destroyed results.
Also, although my budget is a little tight right now, I'm thinking that the Nephilim/Dark Talon would be a PERFECT starting point for conversions, or possibly even just proxys. I'm also short on time to get games in, so if anybody is willing to take these rules out for a spin, let me know how it performs and if it seems OP or UP (I swear sometimes I think I get more enjoyment trying to design a perfectly balanced model/unit than I do from playing the game).
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![[Post New]](/s/i/i.gif) 2013/01/20 04:54:01
Subject: Hurricane Air Superiority Fighter
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Liche Priest Hierophant
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SoB are BS4, so BS3 doesn't really work too well.
That is assuming a SoB is piloting it. If it's someone from the navy then the beacons don't really work, I don't see the navy only putting beacons on their flyer when they help the SoB
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![[Post New]](/s/i/i.gif) 2013/01/20 09:34:01
Subject: Hurricane Air Superiority Fighter
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Rough Rider with Boomstick
Gunblaze West
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good idea for armies with not enough anti- air at the moment but i would refrain from giving them to ig because we can already get better for less points
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Kilkrazy wrote:We moderators often make unwise decisions on Friday afternoons.
kestril wrote: Page 1: New guard topic
Page 2: FW debate
Page 3: Ailaros and Peregrine fight. TO THE DEATH
I swear I think those two have a hate-crush on each other sometimes. |
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![[Post New]](/s/i/i.gif) 2013/01/20 15:45:30
Subject: Hurricane Air Superiority Fighter
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Bane Lord Tartar Sauce
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Matt.Kingsley wrote:SoB are BS4, so BS3 doesn't really work too well.
That is assuming a SoB is piloting it. If it's someone from the navy then the beacons don't really work, I don't see the navy only putting beacons on their flyer when they help the SoB
Sorry, completely blanked on that (forgot to double check sisters statsline, assumed they were guardsmen with better LD and power armor). How about this:
Sisters of Battle Hurricane:
Cost increased by 10 points.
Gains a 6++ Save
May exchange all missiles for a Holy Beacon for free.
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![[Post New]](/s/i/i.gif) 2013/01/20 17:21:14
Subject: Hurricane Air Superiority Fighter
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Bounding Assault Marine
hereford
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With flak missiles 1 every other tern to show it has limited ammo and it takes a long time to reload.
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sallies all the way
"Into the fires of battle unto the anvil of war."
War-cry of the salamanders
"Vulkans fire beats in my breast with it I shall smite the foes of the Emperor."
war-cry of the firedrakes and chapter command |
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![[Post New]](/s/i/i.gif) 2013/01/20 19:01:12
Subject: Hurricane Air Superiority Fighter
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Bane Lord Tartar Sauce
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wargey wrote:With flak missiles 1 every other tern to show it has limited ammo and it takes a long time to reload.
Why? 1 missile every 2 turns would be incredibly weak (and people have already pointed out that generally flak missiles are the weakest choice) and it would be no more realistic or fluffy than starting out with a set missile loadout. It's also more book-keeping which doesn't really add anything. I'm sorry, but I do not like this idea at all.
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![[Post New]](/s/i/i.gif) 2013/01/20 20:13:20
Subject: Hurricane Air Superiority Fighter
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Liche Priest Hierophant
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RegalPhantom wrote: Matt.Kingsley wrote:SoB are BS4, so BS3 doesn't really work too well.
That is assuming a SoB is piloting it. If it's someone from the navy then the beacons don't really work, I don't see the navy only putting beacons on their flyer when they help the SoB
Sorry, completely blanked on that (forgot to double check sisters statsline, assumed they were guardsmen with better LD and power armor). How about this:
Sisters of Battle Hurricane:
Cost increased by 10 points.
Gains a 6++ Save
May exchange all missiles for a Holy Beacon for free.
That is better!
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