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Made in us
Elite Tyranid Warrior





R'lyeh

Based on the very impressive thread for unique 40k characters. However instead as the title suggests, this one is for vehicles. So post the rules, stats and background you use on the battlefield. Starting off

Warplord

Points-625

BS 3 front 14 Side 13 Rear 12

Unit-1 Warplord

Structure Points-3

Transport-12 Bikes, 10 infantry

Fire points-Up to ten models may fire from the Warplord’s firing platform. The ten infantry models are treated as being in an open topped vehicle for the purposes of firing and transport

Assault Ramp-Any bikes carried by the Warplord may assault the same turn they disembark unless the Warplord has tank shocked or has infiltrated or outflanked that same turn. Infantry models may not assault the turn they disembark

Weapons and Equipment
-Hull-mounted Bloodfire bolter
Ranges 60” S6 AP3 Heavy 20, primary weapon
-Hull-mounted twin-linked heavy bolter
-Two Sponsons, each with one lascannon and either a twin-linked heavy flamer or a twin-linked heavy bolter
-Searchlight and smoke launchers

Options
The Warplord may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost

It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for 100 pts

The Warplord may be given any of the following upgrades from Codex Chaos Space Marines
-Havoc Launcher +12 pts
-Dirge Casters +10 pts
-Pintle-mounted combi-bolter +10 pts
-Pintle-mounted combi-flamer, melta or plasma +15 pts
-Pintle-mounted multi-melta +20 pts
-Demonic possession +15 pts

The sponson mounted twin-linked heavy flamer or twin-linked heavy bolter may be replaced with twin-linked multi-meltas for +35 pts or reaper autocannons for +40 pts

The hull-mounted twin-linked heavy bolter may be replaced with a twin-linked multi-melta for +35 pts or a reaper autocannon for +40 pts

The Warplord may be equipped with two additional combi-bolters mounted on the sides of the firing platform for +15 pts. These weapons may be fired in addition to any infantry models firing from the platform. They may be only be fired if there is at least one infantry model embarked on the firing platform of the Warplord.
Or
The Warplord may exchange half of its infantry carrying capacity for a hades autocannon with the following profile foe +65 pts.
Range 48” S7 AP 4 Heavy 4, Twin-linked, Skyfire, Interceptor
The autocannon may only be fired if there is there is at least one model on the firing platform to operate the weapon. The autocannon is fired at the models unmodified ballistic skill in exchange for the model not being able to fire their own weapon

The Warplord may replace its Hull-mounted Bloodfire bolter with a Hull-mounted Warp Blast Cannon for +25 pts
Range 36” S10 AP 1 Ordinanace 1, 10” Blast, Primary Weapon, no cover saves allowed

Special Rules
Blood for the blood god!-The Warplord channels all of its unholy might into its primary weapon. If the Warplord doesn’t move if may fire its Bloodfire bolter twice in the following shooting phase (at the same target or different ones) It may not do this if it infiltrated the previous turn or if equipped with the Warp Blast Cannon

Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

The Imperial superheavy "Stepper" 1500
WS:1 BS:3(4) S:10 F:14 S:14 R:12 Underbelly: 11
Structure Points: 4
Void Shields: 6
Weapons: chin-mounted double (co-axel) Destroyer Cannons (RG: 7', S:10 AP1 10' blast, Special: slow to reload (only useable every other turn)
2x Side mounted Battle Cannons
Close-in defense guns: These servitor-mounted small arms can only be fired at targets closer than 18" to a leg. They fire at BS2 and include:
4x TL auto Cannons
8x TL HB
4x TL las cannons
Special Rules: Slow MoFo: although it is a superheavy walker it moves 6" a turn, and any drive damage auto immobilizes it.
Orbital relay device: Can use an apocalypse Barrage (3) each turn until destroyed.
Supreme Command: owners side benefits from the Supreme Headquarters Strategic Asset
Strategic Planning: Owners side benefits from Strategic Planning
Targeter: grants BS: 4
Fragile Instruments: whenever the Stepper loses a Structure Point roll a D3. On a 1, the vehicle loses the Targeter. 2 it loses Orbital Relay Device. 3 it loses Supreme Command.
Underbelly: any unit firing from within 12" of the model rolls a d6. on a 5+ it attacks against the Underbelly armor. If directly under the model it auto passes this roll.
Transport capacity: 100 models. May transport vehicles. Up to 1 super heavy may be loaded (Baneblade Variants only) and count as 100 models.
Disembarkation ramp at the rear of the vehicle.
Firing Points: balcony's located on either side of the vehicle can compensate up to 25 units apiece. Infantry may disembark via rope from there but must take a dangerous terrain test. Walkers may fire from here and count as 5 units. Counts as open-topped for disembarkation purposes.

This message was edited 2 times. Last update was at 2013/03/20 16:28:50


 Azreal13 wrote:
Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.

BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak 
   
Made in us
Fireknife Shas'el





United States

Imperial Tank "Stormsabre"
A massive tank, even when compared to the mighty Baneblade, the amount of weaponry on this tank is enough to to reduce entire armies to ruin.

Stormsabre......................2050
BS...FA...SA...RA....SP...VS
..3.....14...13...12.....4......2
Composition: 1 Stormsabre
Unit Type: Super-Heavy Tank
Wargear:
- 1 Turret Mounted Vulcan Mega Bolter
- 1 Turret Mounted Laser Blaster with co-axial Autocannon
- 1 Hull-mounted Thunderfire Cannon
- Two Sponsons with twin-linked Laser Destroyers
- Two Sponsons with twin-linked Avenger mega Bolters
- Two Sponsons with twin-linked Autocannons

   
Made in be
Khorne Chosen Marine Riding a Juggernaut





Belgium

Chaos Land Raider, "Death Harvester".

240pts

Unit Type; Tank

BS4, Armor 14/14/14.

Equipement; Side-sponsons; Twin Linked Hades Autocanon, Front Turret; Twin Linked Baleflamer, Warp Empowered Dirge Casters.

-May Exchange its Twin Linked Hades autocanon for Ectoplasma cannons for +10pts
-May Exchange its Twin Linked Baleflamer for Hades Autocanon for Free.
-May take options in the vehicle equipement list.

Warp Empowered Dirge Casters; Units disembarking from the vehicle, count as having assault grenades, it also counts as a regular Dirge caster.


   
Made in au
Drop Trooper with Demo Charge




Leman Russ Mobile Breacher

(Typical LR with rockets on top that fire 100m lines of explosives that detonate all mines.. And infantry if they get in the way.. For more info check out a main Breacher tank variant of the M1A1 Abram on utube)

180
AV 14/12/11

Main Weapon
Limited ammunition- 2 shots only
Measure a straight line from the hull for 18", any single story removable area terrain under it such as tank traps, ADL sections, sand bag sections, etc are removed from the battlefield and dangerous terrain 2" to either side of that line is considered difficult terrain. Leave a string to mark the site
Secondary weapons
Heavy bolter (may be exchanged for Hvy flmr)
May take two sponsons for extra cost
Hvy bltr/ Hvy Flmr- 20
Multi-melta- 30
May purchase hunter killer for 10pts

Also has
Extra armour
Dozer Blade
Smoke launchers

Be gentle I made this up on the top of my head in like 5 minutes


Automatically Appended Next Post:
Ps could you describe the stepper thatguy?
Is it more like a ATAT in starwars? Or more like a Titan?

This message was edited 1 time. Last update was at 2013/04/16 01:50:41


 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

PM'd you mate

 Azreal13 wrote:
Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.

BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak 
   
Made in us
Rough Rider with Boomstick




Places

Tourtous Amphibious Assualt Carrier ( Imperial Guard )

250 Points

AV 14/13/13

4 HP


May take two Deck mounted weapons in any combiation , note a " Pair " Counts as a single weapon for purpose's of mounting but act and fire independently ( I.E Not Twin linked )

Pair of Autocannons ...........10 PTS
Pair of Lascannons..............20 PTS
a Pair of Quad mounted Heavy Stubbers ( basically like a maxson mount with .50 cals in WW2 ) ......10 PTS




Transport capacity .......... NO SUPER HEAVIES

The Amphibious transport may carry the following --


Lower deployment deck --- 3 Leman Russ Chassis sized Vehicles ( Bassalisk ect )

Upper Deployment Deck --- upto 50 Infantry Models ,


Access Points ,--- The Lower deployment Deck may only deploy from the Frontal Ramp

the Upper Deployment Deck may deploy as if the Transport is Open topped



Special Rules --

Secured Cargo --- When ever the Transport is sunk more than 6' away from the " Shore " all non Infantry Models must take a check -- on a 4+ The tank is drug down with the Transport as the crew can't relase the cargo straps intime before they are claimed by the gloomy depths


Armored Prowl- When ever the Tortuise suffers a Penetrateing hit , on a 4+ the Result is ignored as the thick armor of the tourtise's frontal ramp stops the incomeing fire


Incoming ! - Any Flyer attacking the Amphibious transport may opt to preform an attack on the Infantry in the Upper Deck select which unit is recieving the hits , After words all nearby infantry unless they are " Veterans " or have a Commisar nearby ( with in 12' ) Must make a Leadership check , if failed they dive off the transport to get away from the incoming attacks , any unit that is dropped more then 12' away from the shore must make a Toughness check or recieve D3 unsavable wounds due to troops Drowning under their heavy equpiment and body armor





--- Critizisim ?

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

 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

Maybe a little much for only 250 points, but then I realize this will almost never be used. I also don't see basalisks being transported below deck with those big siege cannons they have, it would be too dangerous. Anything else on a leman Russ or chimera chassis would be ok I think. Also, I like the front ramp idea but it should only be resolved against hits on the front arc. I like the 'incoming' and 'secured cargo' rules as it puts you at a disadvantage when using the thing. How fast does the thing go?
Oh and you play that apoc game yet?

This message was edited 1 time. Last update was at 2013/04/16 10:47:28


 Azreal13 wrote:
Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.

BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak 
   
Made in us
Rough Rider with Boomstick




Places

Honestly I could see it being able to go 12' , and That apoc game we played was weird , turns out half the wolfves that were meant To reinforce us were actually chaos , we absolutely pounded the original defenders , arty cleaned house whilst our mobile infantry elements attacked from the sea , I actually didn't lose a single trooper ( lost 7 chimeras though ) now we actually tables the defenders turn 4 but then the damn wolfves came in and caused problems , half of the infantry was butchered by a heritic Logan grimmnar terminator blob , and all of our artillery was destroyed ( JOTWW) but the traitor guard who showed up actually turned out to be Loyalist and cleaned up the mess , thankfully I only lost transports At this time . A stunning. Imperial victory

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

 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

insane. I would love a batrep

 Azreal13 wrote:
Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.

BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak 
   
Made in us
Rough Rider with Boomstick




Places

Sadly my camera died before hand and people won't want to read a wall of text

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

 
   
Made in ca
Stalwart Tribune






Chaos "Technical"
it is essentially a civilian pick up truck with some armour plates and a gerry rigged gun on top.

The Technical may be purchased by a chaos marine squad for an additional 30pts

BS4 F10 S10 R10 open topped, fast vehicle
transport capacity: 5 models
heavy bolter
may upgrade heavy bolter to:
Autocannon +10pts, Lascannon +25pts, may purchase an automatic grenade launcher for +20pts

Automatic grenade launcher:
Frag: R 30" STR 3 AP 5 blast, pinning, heavy 4
Krak: R 30" STR 6 AP4 heavy 2

may also purchase the following upgrades
-smoke launchers +5pts
-Extra armour +10pts
-Dirge caster +10pts

May be purchased as a chaos cultist vanguard squad 70pts

Unit composition: 5 cultists, Technical

the cultist technical is bs3 and is equipped with a twin linked heavy stubber. Cultists are equipped with shotguns and flak armour (5+ save)

The cultist technical may upgrade its twin linked heavy stubber to: Heavy bolter+5pts Heavy flamer +15pts Auto gattling +20pts

Auto gattling:
R 30" STR 3 AP 5 heavy 10, pinning.

1 cultist may replace his shotgun with a flamer +5pts or a grenade launcher +10pts

1 cultist may purchase a power weapon +10pts or melta bombs +5pts

the entire squad may replace their shotguns with bolt pistols +2pts a model or autopistols and close combat weapons for free, the entire squad may take bolters +2pts per model, the entire squad may take sniper rifles +5pts per model

the entire squad may take frag grenades +1pt per model

This message was edited 2 times. Last update was at 2013/04/17 04:30:07



 
   
Made in nz
Focused Fire Warrior



New Zealand

Land Raider Tiberius (still working on a name)
Armament: 2 sponson mounted exterminator autocannons
1 hull mounted typhoon missile launcher.
Transport capacity: ten models.
Apart from that same rules as codex land raider.

Any recommendations? Need points cost and of course im biased

Figure if it all goes to crap i can always say its a helios instead

6000pts
3000pts
1500pts
1000pts
 
   
Made in no
Dakka Veteran




Crab - Tau 6-legged Walker
Armament: Dual TL High Yield missile pods, TL Heavy Burst Cannons.
AV 14/12/11
Support fire
Special - 6 drones can attach to its hull and act as turrets.


Cost? i dunno, i just like the idea of a 4-legged tau walker that spew missiles and have a "Giant enemy crab" deal with the tau weaponry

 
   
Made in fi
Boosting Space Marine Biker





Even though I love to use them on the table, the Land Raiders in 6th Ed are too expensive compared to their usefulness. Seriously, what kind of land are they meant to "raid", when they can break their engine to the very first pebble in the ruin (=fail the dangerous terrain tests)? In my local gaming store, NOBODY even wishes to TOUCH them because they're way too point-costy compared to the things they can do (before they get haywired/melta'd).
And the infamous Tau are already coming with their brand new "humongous mecha" suits of 2013, so let's try to even the odds and make a REAL Land Raider.

Land Raider Banisher // 265 points

BS 4
Armour F14 S14 R14


Unit type: Vehicle (tank)

Wargear:
* Twin-linked assault cannon
* Two plasma destroyers
* Smoke launchers
* Searchlight

Transport capacity:
* Six models

Special rules:
* Power of the Machine Spirit
* Assault Vehicle
* Move through cover
* Ceramite plating

May take following:
* a storm bolter....................+15 pts
* extra armour......................+15 pts
* blessed hull......................+20 pts

Blessed hull: this wargear would work just like the one found from the Codex: Black Templars; It would ignore the Lance special rule.


Let's move on to the other vehicles of the Astartes.

Rhino Spearhead // 65 points

BS 4
Armour F11 S11 R10


Unit type: Vehicle (tank)

Wargear:
* Storm bolter
* Smoke launchers
* Searchlight

Transport capacity:
* Ten models

Special rules:
* Repair
* Assault Vehicle

May take following:
* a storm bolter....................+10 pts
* a hunter-killer missile.....+10 pts
* a dozer blade....................+5 pts
* extra armour......................+15 pts


A specially crafted Rhino for direct approach against infantry. Would work much better as an Assault vehicle for any Astartes chapter, especially the ever-crusading Black Templars.

Any ideas/suggestions accepted.

Innocentia Nihil Probat.
Son of Dorn  
   
Made in us
Longtime Dakkanaut





USA

I've always been fascinated by the German Puma from WWII, so here's my 40k take on it.

Imperial Guard Chimera variant "Canine"

Points: 65
F-12
S-10
R-10
BS: 3
Type: Tank, Amphibious

Equipment: Forward fixed lascannon, hull mounted heavy bolter, searchlight.

Description: Utilized with quick-moving mechanized infantry units, the Canine supplies mobile anti-tank firepower without forcing infantry to disembark or the need for the heavier Leman Russ. Due to the power needed to fire it's weapon and it's size, the designers felt it necessary to remove the standard turret, and mount a larger set of batteries in the transport compartment.

Note: The heavy bolter can be replaced with a heavy flamer for no cost.

Shadowkeepers (4000 points)
3rd Company (3000 points) 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

Started reading the gaunts ghost 2nd omnibus and the Pardus armored regiment "Destroyers" had me thinking about the lack of true TD's in the IG force
Destroyer-pattern Chimera.......150
BS: 3(4) Fa:13 Sa:12 Ra:10
Unit type: Vehicle, fast
Unit composition: 1-3 "Destroyers"
Equipment: Hull-mounted overcharged lascannon (S10 AP2 armorbane), Vehicle lock (+1 BS against units with the "vehicle" or "Walker" unit type)

 Azreal13 wrote:
Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.

BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak 
   
Made in nz
Focused Fire Warrior



New Zealand

Infigured the "vehicles get immobilized by terrain" thing was to compensate for the introduction of hull points, means vehicles aren't totally reliant on other vehicles to take them down. Otherwise they'd have to cost way more in 6th

6000pts
3000pts
1500pts
1000pts
 
   
Made in au
Stinky Spore





I got excited and made this model. Then I just had to come up with rules.
It's essentially a giant Hellhound.

The "Hellwolf" pattern super heavy tank. Playtested at ~800pts. Apocalypse only.
Based off of the new Baneblade kit.
Bs 3, F 14, S 13, R 12. Structure points 3
1x Inferno Gun (Main turret, Primary weapon)
4x Inferno Cannon (side turrets)
1x Twin linked inferno cannon (forward turret)
4x Twin linked Hvy bolter (side sponsons)
1x Demolisher cannon (forward hull)

Special Rules

Pour it on 'em - When firing the Inferno Gun any number of Inferno Cannons may add their firepower to the shot. Each Inferno Cannon contributing Improves the strength and AP of the Inferno Gun by 1. This can be increased to a maximum of Strength D, AP 1. In addition unsaved wounds caused by the Str(D) attack inflict Instant Death, regardless of the targets Toughness. Gargantuan creatures that take unsaved wounds suffer D3 wounds instead. (Ref Apoc Reload Pgs 12, 33)

Floor it - The Hellstorm has more fuel than it could possibly need. The drivers have been instructed to use the engines to their full capacity. The Hellstorm may move up to 12" and fire normally.

Transport 10 - The Hellstorm no longer needs to carry the massive Baneblade cannon shells or Lascannon generators. Leaving its cavernous ammunition bays and side assemblies relatively empty.

Hazchem 3WE! - Due to the colossal fuel reserves inside this tank. Add +2 to all rolls on the Catastrophic damage table. In this event all transported units are killed. With no saves of any kind. Models that can return to play (e.g. Necrons, Saint Celestine, Commissar Yarrick, etc) may use their special rules as normal.
   
Made in us
Sneaky Kommando





Whoopsies, saw a thread posted for this elsewhere, did not realise this was the main one. Well, here goes with what I posted previously

Allright, I'll bite on this. Couple orky vehicles that I believe the codex is in desperate need of-

Tankslamma

(Sort of a rocket-Powered Trukk with a massive frontal prow, designed to ram into things the orky way)

Spoiler:
(Fast Attack, 145 pts)
BS 0 F 14 S 10 R 10 HP 3

Fast, Tank, Open Topped, Transport (capacity 12)

Gear- Deffrolla, extra armor

Special Rules- Buildin' Up Speed, Skreamin' Entry

Buildin up speed- The tankslamma has to build up some proppa- rammin speed before it can do some damage! The tank slamma always starts in reserve, and cannot come on the board before turn 2 for any reason.

Skreamin' Entry- The tankslamma is proppa fast! This vehicle has no limits on it's move speed, and must use all of it! When the tankslamma enters the board, nominate a direction. The tankslamma will go in that direction until it is stopped by an obstacle or reaches your opponents board edge. For each tank it hits or area of dangerous terrain the tankslamma enters, it suffers a s10 hit with no saves. If it rams into a vehicle and destroys it, then you do not stop moving forward. If it rams a vehicle, and fails to destroy it, the tankslamma becomes wrecked. Any troops that are on the vehicle when it is wrecked or immobilized also suffer an explode result. Troops deployed on the ram may then disembark. If the tankslamma makes it to your opponent's board edge, then the vehicle is destroyed, but does not grant any kill points, and the controlling player gains 1 victory point (Cause there's orks muckin about in his lines!)


I would probably do a modified version of this as a rokk.

And last bun not least, someone told me that all ork players secretly want a zepplin. And i agree. And here is my proposal for that

Ork Battle-Blimp
Spoiler:

(Heavy Support, 110 points base)

BS 2, F 14, S 12, R 10, HP 5

Flyer, Transport (Capacity 20), open topped, heavy

Gear- Megabombs- 12, Kustom Force Field

Megabomb- S 8, AP3, Large Blast, Barrage, Drop da bomb!, One Use Only
Drop da Bomb! Unlike normal bombers, the battle-blimp must drop a bomb over every enemy unit it passes over in it's movement phase. If it passes over a friendly unit, roll a d6. On a 1, the bombers get excited and drop a bomb on your own unit! Have your opponent center the blast maker over the triggering unit.


May also purchase the following-
up to (8) Small Weapons
Big Shoota- (5)
Rokkit Launcha (10)
may upgrade any small weapon with a grot gunner (BS3) for- 3 points per gun

Up to 3 Big Guns
Kannon-(5)
Lobba- (10)
ZZap Gun-(15)

Up to (1) Mega- Gun (attaching a mega-gun turns it's transport capacity from 20 to 12)
Boomgun (50)
Shokk Attack Gun (60) (ignoring all impossible results)

Special Rules- Zoggin' Uge!, FIRE FIRE FIRE!, Air Currents, Da Krew

Zoggin 'uge!- Due to it's size, you do not need skyfire to shoot an the battle blimp at full ballistic skill. In addition, the battle-blimp does not have to start in reserve.

FIRE FIRE FIRE!- The Battle Blimp Can never suffer an explode result. However, any explode result becomes a FIRE! result, causing 1 hp of damage at the start of the controlling player's turn, until the end of the game or the death of the blimp. In addition, when the blimp is shot down, after the crash and burn result is applied, every Megabomb remaining on the blimp drops, scattering 2d6 from the hole in the center of the large blast template

Air Currents- The blimp is at the mercy of the wind, and gets harder to control as it takes damage! Before the controlling player moves the blimp, the blimp must scatter 1d6, using the arrow on a direct hit if that is rolled. For every FIRE! or Immobilize result currently applied to the blimp, add 1d6 to the scatter die.

Da Krew- Any orks currently deployed on the blimp may disembark at any time, but take 1d6 s6 ap 1 wounds upon landing (Cause some landed too hard!) In addition, all weapons do not have to target the same unit as any other weapon

This message was edited 3 times. Last update was at 2013/04/27 16:46:14


"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty
10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion

6000 WHFB Dwarfs
 
   
Made in za
Fixture of Dakka




Temple Prime

Tau Gue'Vesa Great White Superheavy tank. Pts? Apocalypse only



Bs 3, F 14, S 13, R 12. Structure points 3

1x Heavy railgun
2x TL Rocket pods.
1x Arena anti-projectile fragmentation projector.
1x TL Coaxial long barelled burst cannon.


Description: A recent addition to the Tau arsenal designed with input from Gue'Vesa auxillaries, this vehicle seems to break standard Tau doctrine by using tracks rather than hover systems, a conscious design choice made in the interest of ease of maintenance but this vehicle is not lacking in advanced technology. Built around a massive heavy railgun, this vehicle is quite capable of coring baneblades and gutting titans, while it's secondary systems allow it a good deal of versatility, and it's relatively low profile for such a huge vehicle allow it to hide within cover.

Special rules:
Arena airburst fragmentation: Part of a system to add active defenses to tau vehicles, the Arena is a new anti-missile system that defends tau columns with serene ease. Incoming missiles (Seeker, Smart, Hunter killer, Rokkits, Krak, Frag, etc) targeted at the tank or within a 12' radius of the tank are subjected to an attack roll at BS5, on a hit the projectile is destroyed and treated as missed. Addittionally, the Arena may be used to attack with the following profile at any speed.

R 12" STR 3 AP 5 heavy 3, pinning, rending.

Warden: Applying only to the rocket pods, this system grants Skyfire and Interceptor to allow the rocket pods to down incoming aircraft and provide air defense to Tau tank columns.

Explosive reactive armor: Some would question the idea of placing explosives on a tank, but ERA allows for greatly improved defense to Tau vehicles without bogging them down with heavy armor. All successful to hit attacks must be rerolled against vehicles with explosive reactive armor as the blast deflects projectiles and disrupts energy.

Picture:

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Sneaky Kommando





 Kain wrote:
Tau Gue'Vesa Great White Superheavy tank. Pts? Apocalypse only


Spoiler:

Bs 3, F 14, S 13, R 12. Structure points 3

1x Heavy railgun
2x TL Rocket pods.
1x Arena anti-projectile fragmentation projector.
1x TL Coaxial long barelled burst cannon.


Description: A recent addition to the Tau arsenal designed with input from Gue'Vesa auxillaries, this vehicle seems to break standard Tau doctrine by using tracks rather than hover systems, a conscious design choice made in the interest of ease of maintenance but this vehicle is not lacking in advanced technology. Built around a massive heavy railgun, this vehicle is quite capable of coring baneblades and gutting titans, while it's secondary systems allow it a good deal of versatility, and it's relatively low profile for such a huge vehicle allow it to hide within cover.

Special rules:
Arena airburst fragmentation: Part of a system to add active defenses to tau vehicles, the Arena is a new anti-missile system that defends tau columns with serene ease. Incoming missiles (Seeker, Smart, Hunter killer, Rokkits, Krak, Frag, etc) targeted at the tank or within a 12' radius of the tank are subjected to an attack roll at BS5, on a hit the projectile is destroyed and treated as missed. Addittionally, the Arena may be used to attack with the following profile at any speed.

R 12" STR 3 AP 5 heavy 3, pinning, rending.

Warden: Applying only to the rocket pods, this system grants Skyfire and Interceptor to allow the rocket pods to down incoming aircraft and provide air defense to Tau tank columns.

Explosive reactive armor: Some would question the idea of placing explosives on a tank, but ERA allows for greatly improved defense to Tau vehicles without bogging them down with heavy armor. All successful to hit attacks must be rerolled against vehicles with explosive reactive armor as the blast deflects projectiles and disrupts energy.

Picture:



Like the idea, save for the fact that it is stuck on the ground. Non-skimmer vehicles have no place in the greater good imo

"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty
10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion

6000 WHFB Dwarfs
 
   
Made in za
Fixture of Dakka




Temple Prime

 Dragonfodder wrote:
 Kain wrote:
Tau Gue'Vesa Great White Superheavy tank. Pts? Apocalypse only


Spoiler:

Bs 3, F 14, S 13, R 12. Structure points 3

1x Heavy railgun
2x TL Rocket pods.
1x Arena anti-projectile fragmentation projector.
1x TL Coaxial long barelled burst cannon.


Description: A recent addition to the Tau arsenal designed with input from Gue'Vesa auxillaries, this vehicle seems to break standard Tau doctrine by using tracks rather than hover systems, a conscious design choice made in the interest of ease of maintenance but this vehicle is not lacking in advanced technology. Built around a massive heavy railgun, this vehicle is quite capable of coring baneblades and gutting titans, while it's secondary systems allow it a good deal of versatility, and it's relatively low profile for such a huge vehicle allow it to hide within cover.

Special rules:
Arena airburst fragmentation: Part of a system to add active defenses to tau vehicles, the Arena is a new anti-missile system that defends tau columns with serene ease. Incoming missiles (Seeker, Smart, Hunter killer, Rokkits, Krak, Frag, etc) targeted at the tank or within a 12' radius of the tank are subjected to an attack roll at BS5, on a hit the projectile is destroyed and treated as missed. Addittionally, the Arena may be used to attack with the following profile at any speed.

R 12" STR 3 AP 5 heavy 3, pinning, rending.

Warden: Applying only to the rocket pods, this system grants Skyfire and Interceptor to allow the rocket pods to down incoming aircraft and provide air defense to Tau tank columns.

Explosive reactive armor: Some would question the idea of placing explosives on a tank, but ERA allows for greatly improved defense to Tau vehicles without bogging them down with heavy armor. All successful to hit attacks must be rerolled against vehicles with explosive reactive armor as the blast deflects projectiles and disrupts energy.

Picture:



Like the idea, save for the fact that it is stuck on the ground. Non-skimmer vehicles have no place in the greater good imo

Well I can't find any hover sentinel models out there, you're welcome to try and kitbash one though.

Anyway, I thought it was odd that everyone else had a baneblade equivalent except the Tau.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Longtime Dakkanaut







Imperial guard Nuke-launcher.

Armour 10/10/10
One shot
At the start of the shooting phase, take one 50 inch blast template...

This message was edited 2 times. Last update was at 2013/04/27 16:49:06


 
   
Made in za
Fixture of Dakka




Temple Prime

 Evileyes wrote:
Imperial guard Nuke-launcher.

Armour 10/10/10
One shot
At the start of the shooting phase, take one 50 inch blast template...

We already have that, we call it the Deathstrike with it's distinctly slap on the wrist nuke like 4-6' in diameter blast radius. Of course, Titans in fluff pump out kiloton to low gigatons worth of firepower every second depending on the class and which set of calcs you're using, so any engagement between Titans should be absolutely leveling the battlefield. So scaling down an army erasing nuke to removing most everything in a foot wide circle on the table top kind of makes sense.

This message was edited 2 times. Last update was at 2013/04/27 16:52:06


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Sneaky Kommando





 Kain wrote:
 Dragonfodder wrote:
 Kain wrote:
Tau Gue'Vesa Great White Superheavy tank. Pts? Apocalypse only


Spoiler:

Bs 3, F 14, S 13, R 12. Structure points 3

1x Heavy railgun
2x TL Rocket pods.
1x Arena anti-projectile fragmentation projector.
1x TL Coaxial long barelled burst cannon.


Description: A recent addition to the Tau arsenal designed with input from Gue'Vesa auxillaries, this vehicle seems to break standard Tau doctrine by using tracks rather than hover systems, a conscious design choice made in the interest of ease of maintenance but this vehicle is not lacking in advanced technology. Built around a massive heavy railgun, this vehicle is quite capable of coring baneblades and gutting titans, while it's secondary systems allow it a good deal of versatility, and it's relatively low profile for such a huge vehicle allow it to hide within cover.

Special rules:
Arena airburst fragmentation: Part of a system to add active defenses to tau vehicles, the Arena is a new anti-missile system that defends tau columns with serene ease. Incoming missiles (Seeker, Smart, Hunter killer, Rokkits, Krak, Frag, etc) targeted at the tank or within a 12' radius of the tank are subjected to an attack roll at BS5, on a hit the projectile is destroyed and treated as missed. Addittionally, the Arena may be used to attack with the following profile at any speed.

R 12" STR 3 AP 5 heavy 3, pinning, rending.

Warden: Applying only to the rocket pods, this system grants Skyfire and Interceptor to allow the rocket pods to down incoming aircraft and provide air defense to Tau tank columns.

Explosive reactive armor: Some would question the idea of placing explosives on a tank, but ERA allows for greatly improved defense to Tau vehicles without bogging them down with heavy armor. All successful to hit attacks must be rerolled against vehicles with explosive reactive armor as the blast deflects projectiles and disrupts energy.

Picture:



Like the idea, save for the fact that it is stuck on the ground. Non-skimmer vehicles have no place in the greater good imo

Well I can't find any hover sentinel models out there, you're welcome to try and kitbash one though.

Anyway, I thought it was odd that everyone else had a baneblade equivalent except the Tau.


Necrons don't have a baneblade, just a turret that can easily fry one in a single round of shooting. Tau don't have alot of superheavies, because they put all their heavy weaponry on flyers and then say "nah nah nah you can't hit us, and we only paid a fraction of the cost you did for that baneblade we just blew up!"

"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty
10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion

6000 WHFB Dwarfs
 
   
Made in za
Fixture of Dakka




Temple Prime

 Dragonfodder wrote:
 Kain wrote:
 Dragonfodder wrote:
 Kain wrote:
Tau Gue'Vesa Great White Superheavy tank. Pts? Apocalypse only


Spoiler:

Bs 3, F 14, S 13, R 12. Structure points 3

1x Heavy railgun
2x TL Rocket pods.
1x Arena anti-projectile fragmentation projector.
1x TL Coaxial long barelled burst cannon.


Description: A recent addition to the Tau arsenal designed with input from Gue'Vesa auxillaries, this vehicle seems to break standard Tau doctrine by using tracks rather than hover systems, a conscious design choice made in the interest of ease of maintenance but this vehicle is not lacking in advanced technology. Built around a massive heavy railgun, this vehicle is quite capable of coring baneblades and gutting titans, while it's secondary systems allow it a good deal of versatility, and it's relatively low profile for such a huge vehicle allow it to hide within cover.

Special rules:
Arena airburst fragmentation: Part of a system to add active defenses to tau vehicles, the Arena is a new anti-missile system that defends tau columns with serene ease. Incoming missiles (Seeker, Smart, Hunter killer, Rokkits, Krak, Frag, etc) targeted at the tank or within a 12' radius of the tank are subjected to an attack roll at BS5, on a hit the projectile is destroyed and treated as missed. Addittionally, the Arena may be used to attack with the following profile at any speed.

R 12" STR 3 AP 5 heavy 3, pinning, rending.

Warden: Applying only to the rocket pods, this system grants Skyfire and Interceptor to allow the rocket pods to down incoming aircraft and provide air defense to Tau tank columns.

Explosive reactive armor: Some would question the idea of placing explosives on a tank, but ERA allows for greatly improved defense to Tau vehicles without bogging them down with heavy armor. All successful to hit attacks must be rerolled against vehicles with explosive reactive armor as the blast deflects projectiles and disrupts energy.

Picture:



Like the idea, save for the fact that it is stuck on the ground. Non-skimmer vehicles have no place in the greater good imo

Well I can't find any hover sentinel models out there, you're welcome to try and kitbash one though.

Anyway, I thought it was odd that everyone else had a baneblade equivalent except the Tau.


Necrons don't have a baneblade, just a turret that can easily fry one in a single round of shooting. Tau don't have alot of superheavies, because they put all their heavy weaponry on flyers and then say "nah nah nah you can't hit us, and we only paid a fraction of the cost you did for that baneblade we just blew up!"

Not even in IA 12?

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Mastering Non-Metallic Metal







Oo I actually have something I can contribute and see what people think.

BG: (Short short version) A mad scientist starts building an army to spread "true" chaos throughout the galaxy and is brainwashing and re-animating the dead bodies of any and every race/species available and mixing the technology as he sees fit.
(Long version can be read here or in my blog with pictures (see sig).

Warwalker 120 pts (I think. Using possibly out of date points costs) maybe 130 to be more fair?

Stats: (as per normal, I think) WS-3 / BS-3 / S-5 / Armour=10 all round / I-4 / A-2

Weapons:
Extended-range Bright Lance (R = 37", S = 8, AP = 2, Heavy 1, Lance)
The (Mad) Scientist has had a fiddle with the weapon and managed to "significantly" increase the range. Could argue that the extra range is included in the longer weapon (see below).
Scatter Laser (R = 36", S = 6, AP = 6, Heavy 4)
Heavy Bolter (R = 36", S = 6, AP = 6, Heavy 4)
Missile Pod (R = 48", S = 8(Krak) 4(Plasma), AP = 3(Krak) 4(Plasma), Krak = Heavy 1, Plasma = Heavy 1, Blast, Pinning)

Special rules:
"Scouts" (as in the rule book if it still gets this)
"Combined Tech": The Scientist has many ongoing experiments with combining technology from the different races in the galaxy. Most of the time these experiments work fine, but sometimes when trying to add more functionality to a system that wasn't designed for it, problems can arise. Because of this, units (typically vehicles) with additional weapons over and above what they usually carry, can only fire one half of the weapons at any one time (rounding down if necessary) and the operator must choose which before attempting to fire.

Pictures:
Spoiler:




Still playing about with the army rules (custom codex) and I realise that the whole army concept (as well as this vehicle) is pretty much illegal game-wise. Keeping that in mind, what do you think? suggestions welcome.

Mastodon: @DrH@dice.camp
The army- ~2295 points (built).

* -=]_,=-eague Spruemeister General. * A (sprue) Hut tutorial *
Dsteingass - Dr. H..You are a role model for Internet Morality! // inmygravenimage - Dr H is a model to us all
Theophony - Sprue for the spruemeister, plastic for his plastic throne! // Shasolenzabi - Toilets, more complex than folks take time to think about!  
   
Made in us
Sneaky Kommando





 Kain wrote:
 Dragonfodder wrote:
 Kain wrote:
 Dragonfodder wrote:
 Kain wrote:
Tau Gue'Vesa Great White Superheavy tank. Pts? Apocalypse only


Spoiler:

Bs 3, F 14, S 13, R 12. Structure points 3

1x Heavy railgun
2x TL Rocket pods.
1x Arena anti-projectile fragmentation projector.
1x TL Coaxial long barelled burst cannon.


Description: A recent addition to the Tau arsenal designed with input from Gue'Vesa auxillaries, this vehicle seems to break standard Tau doctrine by using tracks rather than hover systems, a conscious design choice made in the interest of ease of maintenance but this vehicle is not lacking in advanced technology. Built around a massive heavy railgun, this vehicle is quite capable of coring baneblades and gutting titans, while it's secondary systems allow it a good deal of versatility, and it's relatively low profile for such a huge vehicle allow it to hide within cover.

Special rules:
Arena airburst fragmentation: Part of a system to add active defenses to tau vehicles, the Arena is a new anti-missile system that defends tau columns with serene ease. Incoming missiles (Seeker, Smart, Hunter killer, Rokkits, Krak, Frag, etc) targeted at the tank or within a 12' radius of the tank are subjected to an attack roll at BS5, on a hit the projectile is destroyed and treated as missed. Addittionally, the Arena may be used to attack with the following profile at any speed.

R 12" STR 3 AP 5 heavy 3, pinning, rending.

Warden: Applying only to the rocket pods, this system grants Skyfire and Interceptor to allow the rocket pods to down incoming aircraft and provide air defense to Tau tank columns.

Explosive reactive armor: Some would question the idea of placing explosives on a tank, but ERA allows for greatly improved defense to Tau vehicles without bogging them down with heavy armor. All successful to hit attacks must be rerolled against vehicles with explosive reactive armor as the blast deflects projectiles and disrupts energy.

Picture:



Like the idea, save for the fact that it is stuck on the ground. Non-skimmer vehicles have no place in the greater good imo

Well I can't find any hover sentinel models out there, you're welcome to try and kitbash one though.

Anyway, I thought it was odd that everyone else had a baneblade equivalent except the Tau.


Necrons don't have a baneblade, just a turret that can easily fry one in a single round of shooting. Tau don't have alot of superheavies, because they put all their heavy weaponry on flyers and then say "nah nah nah you can't hit us, and we only paid a fraction of the cost you did for that baneblade we just blew up!"

Not even in IA 12?


Not to the best of my knowledge, but I don't own the book.

"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty
10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion

6000 WHFB Dwarfs
 
   
Made in us
Longtime Dakkanaut





Holland , Vermont

Hmm a Tau superheavy skimmer tank, I think I have something like that in the garage.

Mont'Ka armor superiority vehicle.


Requsition cost : 900pts ( note: point reduction from playtesting )
type: War Machine
structure points: 3
Armor: Front 14 Side: 13 Rear: 12
Tau Fields: 2 (av12)
Transport: 20 ( standard load out 10 fire warriors, 8 Pathfinders 2 marker drones )
Acess ramps : 3 (sides, and rear )
Fire points : none
Movement class : skimmer

Weapons: BS 4/3 drone systems
Turret mounted Naval grade Rail cannon ( Range 110" Str: D Ap:1 Heavy 1) Primary weapon system
submunition packet ( str: 8 ap: 3 Ord 7" blast )
Co-axial Long range heavy ION cannon (range 90" str:8 ap:2 heavy 3 )

Wing turret ( X2 ) mounted Long barreled AA burst cannons (30" range) * may fire in missle shield mode, see special rules below.
twin linked long range AA missle pods (50"range)
Rail gun with submunitions.

Chin turret mounted ( x2 ) long barreled burst cannons (30" range )

dual rear hull mounted Smart missle systems.

Special rules : Missle shield mode may be activated for the wing turret mounted burst cannon systems, declared in owning players turn , the burst cannons may not be used to engage enemy units, but during the opposing players shooting phase may be used to engage any missle bomb or rocket based projectiles passing within 30" of the weapon mount, owning player announces he will intercept and rolls dice equal to the ROF of weapon, in this case 3 dice, using the BS of 3 ( drone system +targeting array) each hit removes one potential enemy shot from hitting its target. 2 hits from this system are required to intercept Ord class projectiles.

Equipment : decoy launchers, and disruption pod arrays, heavy flechette launchers ( turret mounted ), landing gear, and black sun filters.

Upgrade bay: for future system enhancements.

Playtested this in a bout 4 games , it was pretty fun.

If you are interested in my P&M for my Unified Corp Tau check here ----http://www.dakkadakka.com/dakkaforum/posts/list/282731.page
My planetary profile and background story for my Tau is here------http://www.dakkadakka.com/dakkaforum/posts/list/351631.page
War Field Boss Marshul Grimdariun's Panzuh Korps http://www.dakkadakka.com/dakkaforum/posts/list/353354.page
Tau Prototypes Technical readouts and Data sharing (for all Tau players )http://www.dakkadakka.com/dakkaforum/posts/list/412232.page 
   
 
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