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Made in gb
Longtime Dakkanaut





Another idea for the Eldar 'Assault Vehicle' - based on the Epic Storm Serpent

Gale Serpent Mobile Webway Portal (125 points, Fast Attack)

BS4, AV: 12/12/10 (F/S/R)

Fast Skimmer Tank Assault-vehicle

Twin-linked Shuriken Catapults, Shuriken Cannon, Gale Serpent Portal

Gale Serpent Portal
At the start of the game, one infantry unit per Gale Serpent may be kept in reserve. You may choose any turn to keep that unit in reserve rather than rolling, or you may choose to roll as normal.

When any infantry unit comes on from reserves (as long as they were not outflanking or deep striking), it may come into play via the Gale Serpent Portal as an access point; if it cannot, the unit is placed into ongoing reserves. When a unit disembarks from the Gale Serpent, the Gale Serpent may only move at combat speed during the movement phase, and only one unit may disembark from each Gale Serpent per turn.

Options
It may take any vehicle upgrades from the Eldar vehicle upgrade list.
Upgrade the twin-linked Shuriken Catapults to a single Shuriken Cannon.
Upgrade the Shuriken Cannon to:
Scatter Laser - 5 points
Star Cannon - 5 points
Bright Lance - 5 points
Eldar Missile Launcher - 15 points

hello 
   
Made in za
Fixture of Dakka




Temple Prime

Crinis

WS 5, BS 3, S 6, T 6, W 4, I 5, A 5, Ld 7, Sv 3+ 220 points

Slot: Elites

Unit type: Monstrous creature

Unit size: 1-3 (if unit size is 1, may take mycetic spore as dedicated transport)

Special rules: Ruinous touch
Instinctive behavior, feed.
It will not die
Precision striker


Rip and tear: If a Crinis hits an opponent, it grasps it's foes armoring and starts ripping at it while disgorging acid, tearing away equipment, removing weapons, and peeling open armor while simultaneously dissolving them into useless puddles with acid for other organisms to more easily feast on the prey. Against infantry, monstrous creatures, beasts, etc when a Crinis successfully hits an opponent in assault, nominate one item of war gear per attack, weapons, armor, items, and such. The opponent must then roll an opposed strength test (both roll a d6 and add their strength score, the winner being the one who scored highest) or lose usage of the item, an item may be nominated more than once for multiple attempts, but if one succeeds, all other attempts on the item are wasted.

For example, if a Farseer is targeted and the Crinis makes three hits and nominates the Armor, Singing spear, and Jetbike and the Farseer passes the test for the armor but fails for the Singing Spear and Ghost helm, the Farseer retains the armor (and thus the armor save and invulnerable save that comes with it) but loses usage of the ghost helm and singing spear.

Against vehicles, each time a penetrating or glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result in addition to whatever roll is made on the vehicle damage table on a penetrating hit (if a weapons destroyed result is rolled, the vehicle loses two weapons). If all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked.


Weapons and biomorphs: Lash whips x2
Twin linked flesh hooks
Feeder tendrils
Acid blood
Toxin sacs
Toxic Miasma

May take anyof the following

- Frag Spines, 5 points
- Adrenal Glands, 5 points
- Regeneration, 15 points
- Mace tail. 10 points
- Scythe tail 10 points
- Armored Carapace: 30 points
- Bio-plasma 10 points
- Thorax Swarm 10 points
- Cluster spines/Stinger salvo 10 points


Feeder tendrils: Grants implant attack, if a model is slain via Implant attack instant death, the Tyranid player gains Preferred Enemy and Hatred (Unit type consumed) as long as they are in synapse range. For example, if a captain falls to the feeder tendrils, the Tyranid army gains Preferred enemy and Hatred (Space Marines)

Scythe tail: Long, lethal blades placed on the ends of a Tyranid's tail, these can chop through smaller foes with horrifying ease. A unit equipped with this may make 1d3+1 additional attacks while assaulting at half strength.

Mace tail: Massive clubs placed on the tail, these weapons can slam into a foe with devastating force, though not as frequently as the scythe tail. As scythe tail, but at full strength and with only one attack. Mace and Scythe tails are mutually exclusive upgrades

Lash whip x2: As normal, but also forces a blind check on all models in base contact.

Precision striker: Built with the capacity to distinguish between the various shapes and sizes of a foe to recognize what it needs to target, the Crinis has an uncanny ability to single out an opponent as they attack. On a roll of a six to hit or a six to wound, the Crinis may allocate the hit or wound onto any model the user chooses in a targeted unit in either

Fluff: A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it's foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it's chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.

The creature is remarkably quick, built more like a hive tyrant than a Carnifex, and may be an offshoot of that genus. It's strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.

These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.

These creatures seem to be a relatively recent evolution of the Tyranids, only beginning to appear during M42. It seems that the Hive Mind understands that groups such as the Imperium or Chaos Space marines are virtually unable to replace relics such as dreadnoughts or terminator armor or relic weapons. If met with daemon weaponry, the creatures take them to be destroyed by psychic attacks to deny the enemy further usage of them. And yet, despite being new, the Crinis is already taking a toll on sacred machines that come only in a limited supply.

The inciphis region seems almost a testing ground for them, for it is where they are most commonly found, fighting and killing within that bloody cauldron.

 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 ca
Lord of the Fleet






Halifornia, Nova Scotia

I think some people are having a hard time with the 'vehicle' aspect of this thread.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

I am sure Forgeworld has this covered somewhere but....

Minotaur Support Vehicle

AV 12 10 10 120 pts

Wargear:
Hull Heavy Bolter
Smoke Launchers
Searchlight
Extra Armor

The Minotaur Support Vehicle must take one of the following.....

Portobridge- 5 pts

Obstacle Clearer- 10 pts

Earthquaker- 20 pts


Portobridge: The Portobridge is a deployable bridge that is built to be both sturdy and durable. It is extendable so that it can cross any gap no matter how formidable. Once per controlling player's turn you may deploy a bridge model over an impassable terrain feature. (Except if the impassable terrain feature rises more than 1" off the table. A bridge will not help you get over a large block of concrete)
Treat this is terrain as clear terrain as long as the models are on the bridge. .

Obstacle Clearer- The Obstacle Clearer is a massive dozer blade covered in multiple small drills. No obstacle can resist it's onslaught. Each controlling player's turn turn a Minotaur Support Vehicle can remove a difficult/dangerous terrain feature. However, it is attempting to remove a dangerous terrain feature then it must take a dangerous terrain check. If it is passed, simply remove the terrain as normal. If failed, then the Obstacle Clearer is destroyed as it has fallen victim to the dirt of the 41st Millennium. Ruins, lakes, rivers, and hills that are taller than 1" may not be removed by the Obstacle Clearer. That would be silly.

Earthquaker: The Earthquaker is a formidable and archaic piece of equipment. It is not known how it exactly works but what is known is that it is a large metal aperture that drills into the ground and sends shockwaves that can level even the mightiest of bastions. It is also useful against enemy troops or vehicles in a pinch. Each controlling player's turn the Earthquaker may deploy it's drill. All buildings and fortifications within 6" take a S8 AP 2 Armorbane attack with no saves allowed (You cannot ward against assaults by the very ground!). In addition, the ground within 12" of the Minotaur becomes difficult until the next controlling player's turn.

Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!  
   
Made in za
Fixture of Dakka




Temple Prime

 Blacksails wrote:
I think some people are having a hard time with the 'vehicle' aspect of this thread.

He did say Monstrous Creatures count as vehicles.

 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
Brigadier General





The new Sick Man of Europe

GUILLIMAN BATTLE TANK

Unit type: vehicle[tank]

unit compostion: 1 GBT

A Guilliman battle rank is a heavy support choice in a Space marines, blood angels or Dark angels army.

stats:

BS F S R HP
4 14 13 12 4

Wargear:
turrat-mounted avenger bolt cannon

Hull mounted Twin-linked Heavy bolter

Searchlight

Smoke launchers

frag grenades

Special rules:
It will not die

Improved drive

Improved Drive: the Gulliman can fire up to 3 weapons at normal ballistic skill if it moves at combat speed.

Options:
may replace avenger bolt cannon with:
Plasma storm battery [Dark Angels only] ....10pts
Heavy multi-melta.....15pts
twin-linked icarus lascannon.....25pts

May replace Twin linked heavy bolter with:
Twin-linked autocannon......10pts
Missile launcher with krak and flakk missiles.....10pts
Twin-linked assualt cannon.....15pts

May take:
ceramite plating.....15pts
2 Side sponsons with:
Armor plating[improves side armor to 14]....15pts
Heavy bolters...25pts
Lascannons...50pts
Pintle-mounted storm bolter...10pts
May upgrade storm bolter to plasma cannon....10pts

A guilliman may be upgraded to a command tank for 55pts. a command tank counts as a HQ choice, has the venerable [or deathwing vehicle if it is in a DA army] special rule and one of its weapons can be fired at bs5. In addition, an army with a command guilliman counts predators and baal predators as troops choices [even if it is destroyed].

points cost: 190pts

Avenger bolt cannon

Range: "48"
Strength: 6
AP: 3
Heavy 7

Heavy multi-melta

Range: "48"
Strength: 8
AP: 1
Heavy 1, melta

Basically a fellblade, but based on a malcador instead of a baneblade.






DC:90+S+G++MB++I--Pww211+D++A++/fWD390R++T(F)DM+
 
   
Made in se
Wicked Warp Spider






Ios

This is a reaction-craft, meant to obliterate above all enemy fliers, but also to create a dead zone to deep striking or outflanking enemies.
Design is roughly 7 points for better chassi over the Vyper and roughly 8 points for Skyfire and Intercept with any excess bled out due to lack of more than one weapon.

Craftworld Eldar [Fast Attack], Corsair [Fast Attack]
Nightingale 70 points. (Hornet-chassi)
Special Rules: Fast, Skimmer
Ballistics Skill: 4
Armour values: 11/11/10
Hull points: 2
Squad size: 1 to 3 Nightingales.

Wargear: Scatter Laser*, Spirit Stone Nexus.

Options:
Replace Scatter Laser with Bright Lance at no cost
Replace Scatter Laser with Pulse Laser at +15 points.
Normal Craftworld Eldar upgrades.

Spirit Stone Nexus
Weapon count as having Skyfire and Intercept.

* Weapon is turret mounted on a ball-mount on top of the vehicle, shortly behind the cockpit.

---

Not quite an air-superiority air-craft, the Crimson Hunter is meant to be better at that, unless you spend an unholy amount on Warpsong Missiles. This is a missile-boat and a bomber.
The craft offers the ability to really front-load the damage, while the Shadowcaster is really a glorified heavy Death Spinners and not really sufficient to warrant the price you have to supplement with missiles. The distort missiles really allows you to front-load it's damage, although they are shorter-ranged than most missiles the promise of up to 4 S10 Ap2 shots with the potential of instant death should make most monsters think twice. Also it competes for a very valuable heavy support slot.
Optimal shooting performance is targeted at two turns.

Craftworld Eldar [Heavy]
Shadowsong Warptalon (sounds like I'm using a random name generator) 160 points
Special Rules: Flyer, Vector Dancer
Ballistics Skill: 4
Armour Value: 10
Hull Points: 3

Wargear: Power Field, Shadowcaster (nose-mounted), two Shadowsong Bombs, six Shadowsong Missiles.

Options:
May replace one or both Shadowsong Bombs with Warpsong Bombs at +10 points each.
May replace any number of Shadowsong Missiles with Warpsong Missiles at +10 points each.

Shadowcaster.
Range 24", Heavy 4, S6 AP-, Monofilament.

Shadowsong Bomb.
S7, Ap6, Bomb, one-shot, Large blast, Monofilament.

Shadowsong Missile.
Range 48", Heavy 1, S7, Ap6, one-shot, Rending

Warpsong Bomb.
S10, Ap2, Bomb, one-shot, Small blast, Distort

Warpsong Missile.
Range 24", Heavy 1, S10, Ap2, one-shot, Distort

I really need to stay away from the 40K forums. 
   
Made in us
Regular Dakkanaut





Washington State

Necron 'Assimilator'

points 350

14 14 14, heavy, skimmer (very monolith like, except hopefully a sphere), twin linked tesla destructor, tentacle array.

The assimilator may move flat out and fire, in addition any infantry unit in base contact can be attacked D6 hits Str 7 AP 3 by the assimilator's giant tentacle array, which is dozens of robot arms sweeping down and gathering up personnel. For every wound inflicted the Assimilator may produce one necron warrior on the table within six inches of the vehicle at the beginning of the next necron movement phase. Brings the BORG / Cybermen flavor to the Necrons.

- J

"Others however will call me the World's Sexiest Killing Machine, that's fun at parties." - Bender Bending Rodriguez

- 3,000 points, and growing!
BFG - 1500 points
WFB Bretonnia - 2200 points (peasant army).
WAB Ancient Israeli (Canaanites) 2500 points
WAB English 100 Years War (3000 points).  
   
Made in us
One Canoptek Scarab in a Swarm






In my opinion, this is one of the biggest gaps in 6th edition space wolves is that they have no easy way to deal with flyers. So how about this..... A third land raider variant for space wolves exclusively. I present.... The land raider Sky Claw!
Normal land raider stats, but instread of the normal las cannons, they have a special las cannon with skyfire called the sky claw las cannon. What do you guys think? It would cost 300 points, because you can still fire at the ground, but you also get skyfire.



Do you like Doctor Who, video games, sketch comedy and people being really loud? Then Bacon Spaghetti is the Youtube Channel for you! Check out our website at: http://baconspaghetti.weebly.com/  
   
Made in ua
Frightening Flamer of Tzeentch





 Trazyn the Murderous wrote:
In my opinion, this is one of the biggest gaps in 6th edition space wolves is that they have no easy way to deal with flyers. So how about this..... A third land raider variant for space wolves exclusively. I present.... The land raider Sky Claw!
Normal land raider stats, but instread of the normal las cannons, they have a special las cannon with skyfire called the sky claw las cannon. What do you guys think? It would cost 300 points, because you can still fire at the ground, but you also get skyfire.

1) There is already skyfire lascannons called Icarus pattern
2) There is no way Icarus or really any skyfire weapon could be mounted on the tank sponsons fluff-wise
3) Anti-air LR is a terrible idea. It is just too expencive - even on 250pts you paying 3 times more than two ADLs with Icarus Lascannons

Vanilla codex went the right way, making anti-air tanks cheap and fragile.

This message was edited 1 time. Last update was at 2013/09/06 06:26:25


"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench 
   
Made in us
Troubled By Non-Compliant Worlds






 Kain wrote:
 Blacksails wrote:
I think some people are having a hard time with the 'vehicle' aspect of this thread.

He did say Monstrous Creatures count as vehicles.


Looks like one person is having trouble "reading the posts in the thread".

Go forth and amplify, here come the NOISE MARINES!
Sons of Cacophony: Construction Finished, Forever Unpainted 
   
Made in za
Fixture of Dakka




Temple Prime

 Extreaminatus wrote:
 Kain wrote:
 Blacksails wrote:
I think some people are having a hard time with the 'vehicle' aspect of this thread.

He did say Monstrous Creatures count as vehicles.


Looks like one person is having trouble "reading the posts in the thread".

So have any opinions on the Crinis?

And if you make a naughty tentacles joke so help me I will spend my days finding a way to slap you across the internet.

 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
Troubled By Non-Compliant Worlds






 Kain wrote:
 Extreaminatus wrote:
 Kain wrote:
 Blacksails wrote:
I think some people are having a hard time with the 'vehicle' aspect of this thread.

He did say Monstrous Creatures count as vehicles.


Looks like one person is having trouble "reading the posts in the thread".

So have any opinions on the Crinis?

And if you make a naughty tentacles joke so help me I will spend my days finding a way to slap you across the internet.


Original post for those too lazy to scroll up:
Spoiler:
Kain wrote:Crinis

WS 5, BS 3, S 6, T 6, W 4, I 5, A 5, Ld 7, Sv 3+ 220 points

Slot: Elites

Unit type: Monstrous creature

Unit size: 1-3 (if unit size is 1, may take mycetic spore as dedicated transport)

Special rules: Ruinous touch
Instinctive behavior, feed.
It will not die
Precision striker


Rip and tear: If a Crinis hits an opponent, it grasps it's foes armoring and starts ripping at it while disgorging acid, tearing away equipment, removing weapons, and peeling open armor while simultaneously dissolving them into useless puddles with acid for other organisms to more easily feast on the prey. Against infantry, monstrous creatures, beasts, etc when a Crinis successfully hits an opponent in assault, nominate one item of war gear per attack, weapons, armor, items, and such. The opponent must then roll an opposed strength test (both roll a d6 and add their strength score, the winner being the one who scored highest) or lose usage of the item, an item may be nominated more than once for multiple attempts, but if one succeeds, all other attempts on the item are wasted.

For example, if a Farseer is targeted and the Crinis makes three hits and nominates the Armor, Singing spear, and Jetbike and the Farseer passes the test for the armor but fails for the Singing Spear and Ghost helm, the Farseer retains the armor (and thus the armor save and invulnerable save that comes with it) but loses usage of the ghost helm and singing spear.

Against vehicles, each time a penetrating or glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result in addition to whatever roll is made on the vehicle damage table on a penetrating hit (if a weapons destroyed result is rolled, the vehicle loses two weapons). If all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked.


Weapons and biomorphs: Lash whips x2
Twin linked flesh hooks
Feeder tendrils
Acid blood
Toxin sacs
Toxic Miasma

May take anyof the following

- Frag Spines, 5 points
- Adrenal Glands, 5 points
- Regeneration, 15 points
- Mace tail. 10 points
- Scythe tail 10 points
- Armored Carapace: 30 points
- Bio-plasma 10 points
- Thorax Swarm 10 points
- Cluster spines/Stinger salvo 10 points


Feeder tendrils: Grants implant attack, if a model is slain via Implant attack instant death, the Tyranid player gains Preferred Enemy and Hatred (Unit type consumed) as long as they are in synapse range. For example, if a captain falls to the feeder tendrils, the Tyranid army gains Preferred enemy and Hatred (Space Marines)

Scythe tail: Long, lethal blades placed on the ends of a Tyranid's tail, these can chop through smaller foes with horrifying ease. A unit equipped with this may make 1d3+1 additional attacks while assaulting at half strength.

Mace tail: Massive clubs placed on the tail, these weapons can slam into a foe with devastating force, though not as frequently as the scythe tail. As scythe tail, but at full strength and with only one attack. Mace and Scythe tails are mutually exclusive upgrades

Lash whip x2: As normal, but also forces a blind check on all models in base contact.

Precision striker: Built with the capacity to distinguish between the various shapes and sizes of a foe to recognize what it needs to target, the Crinis has an uncanny ability to single out an opponent as they attack. On a roll of a six to hit or a six to wound, the Crinis may allocate the hit or wound onto any model the user chooses in a targeted unit in either

Fluff: A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it's foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it's chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.

The creature is remarkably quick, built more like a hive tyrant than a Carnifex, and may be an offshoot of that genus. It's strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.

These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.

These creatures seem to be a relatively recent evolution of the Tyranids, only beginning to appear during M42. It seems that the Hive Mind understands that groups such as the Imperium or Chaos Space marines are virtually unable to replace relics such as dreadnoughts or terminator armor or relic weapons. If met with daemon weaponry, the creatures take them to be destroyed by psychic attacks to deny the enemy further usage of them. And yet, despite being new, the Crinis is already taking a toll on sacred machines that come only in a limited supply.

The inciphis region seems almost a testing ground for them, for it is where they are most commonly found, fighting and killing within that bloody cauldron.


I'll forego tentacle jokes THIS TIME since you singled them out. Also, wall of text incoming.


Spoiler:
220pts seems a little low for everything this thing has as standard. I mean, a T6 W4 MC with a 3+, IWND that can DS in a spore, has a free cover save (that's what Toxic Miasma is, right?), Toxin sacs lash whips and flesh hooks AND can destroy equipment on a model that fails a strength check against S6 (so pretty much everything outside of other MCs or bros with Iron Arm) seems like it should have a higher base cost. I'd make it 250 base at least, and then drop some options if you want to keep the "destroy equipment on individual models" rule, which seems tedious to me anyway. It seems like you just threw a bunch of stuff you liked on to this one guy and called it a day.

I like the precision striker, IWND and the base equipment for 220.


I'd keep the stat line, it's nice and I'd be willing to throw down that many points for it. But, here's what how I'd do it:
-Keep the stat line, but change it's armor save to a 4+ or 5+ to make the armored carapace option seem worth while.
-Make it an HQ or Heavy, not an elite. If it's a heavy, remove the Feeder tendrils as those seem like a great HQ upgrade.
-Lose the tail options, it has 5 attacks already, why d3 more? Seems excesive.
-If you want to keep the extra lash whips, make it give up something from the base equipment, like the flesh hooks or tendrils. This is especially true if they're going to freaking blind opponents.
-Ditch the cumbersome "destroy stuff on models" mechanic for infantry, keep it for vehicles, but I'd change it to:
"Each time a glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result, but does not lose a hull point, i f all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked.
If a penetrating hit is made, resolve the result as normal, except that if a weapon destroyed result is rolled, the vehicle lose two weapons."
-Change the infantry rules for it to reduce attacks or WS of the enemy in base contact by 1 to a minimum of 1.

-Too many upgrades. Keep the Frag Spines (but make them 15 points, this thing is already a terror without a 5 point "I hit first always" upgrade), Armored Carapace and thorax swarm upgrades. Ditch the other upgrades. It already has IWND, so regeneration is too much (or just pick one or the other), the tails are too much, the bio plasma and the cluster spines/stinger salvo seem out of character to me, but you could keep them if you REALLY wanted to.


In conculsion, it's a sloid piece of fluff, and a solid creature at heart, it just needs tweaking.

This message was edited 2 times. Last update was at 2013/09/06 16:09:23


Go forth and amplify, here come the NOISE MARINES!
Sons of Cacophony: Construction Finished, Forever Unpainted 
   
Made in za
Fixture of Dakka




Temple Prime

 Extreaminatus wrote:
 Kain wrote:
 Extreaminatus wrote:
 Kain wrote:
 Blacksails wrote:
I think some people are having a hard time with the 'vehicle' aspect of this thread.

He did say Monstrous Creatures count as vehicles.


Looks like one person is having trouble "reading the posts in the thread".

So have any opinions on the Crinis?

And if you make a naughty tentacles joke so help me I will spend my days finding a way to slap you across the internet.


Original post for those too lazy to scroll up:
Spoiler:
Kain wrote:Crinis

WS 5, BS 3, S 6, T 6, W 4, I 5, A 5, Ld 7, Sv 3+ 220 points

Slot: Elites

Unit type: Monstrous creature

Unit size: 1-3 (if unit size is 1, may take mycetic spore as dedicated transport)

Special rules: Ruinous touch
Instinctive behavior, feed.
It will not die
Precision striker


Rip and tear: If a Crinis hits an opponent, it grasps it's foes armoring and starts ripping at it while disgorging acid, tearing away equipment, removing weapons, and peeling open armor while simultaneously dissolving them into useless puddles with acid for other organisms to more easily feast on the prey. Against infantry, monstrous creatures, beasts, etc when a Crinis successfully hits an opponent in assault, nominate one item of war gear per attack, weapons, armor, items, and such. The opponent must then roll an opposed strength test (both roll a d6 and add their strength score, the winner being the one who scored highest) or lose usage of the item, an item may be nominated more than once for multiple attempts, but if one succeeds, all other attempts on the item are wasted.

For example, if a Farseer is targeted and the Crinis makes three hits and nominates the Armor, Singing spear, and Jetbike and the Farseer passes the test for the armor but fails for the Singing Spear and Ghost helm, the Farseer retains the armor (and thus the armor save and invulnerable save that comes with it) but loses usage of the ghost helm and singing spear.

Against vehicles, each time a penetrating or glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result in addition to whatever roll is made on the vehicle damage table on a penetrating hit (if a weapons destroyed result is rolled, the vehicle loses two weapons). If all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked.


Weapons and biomorphs: Lash whips x2
Twin linked flesh hooks
Feeder tendrils
Acid blood
Toxin sacs
Toxic Miasma

May take anyof the following

- Frag Spines, 5 points
- Adrenal Glands, 5 points
- Regeneration, 15 points
- Mace tail. 10 points
- Scythe tail 10 points
- Armored Carapace: 30 points
- Bio-plasma 10 points
- Thorax Swarm 10 points
- Cluster spines/Stinger salvo 10 points


Feeder tendrils: Grants implant attack, if a model is slain via Implant attack instant death, the Tyranid player gains Preferred Enemy and Hatred (Unit type consumed) as long as they are in synapse range. For example, if a captain falls to the feeder tendrils, the Tyranid army gains Preferred enemy and Hatred (Space Marines)

Scythe tail: Long, lethal blades placed on the ends of a Tyranid's tail, these can chop through smaller foes with horrifying ease. A unit equipped with this may make 1d3+1 additional attacks while assaulting at half strength.

Mace tail: Massive clubs placed on the tail, these weapons can slam into a foe with devastating force, though not as frequently as the scythe tail. As scythe tail, but at full strength and with only one attack. Mace and Scythe tails are mutually exclusive upgrades

Lash whip x2: As normal, but also forces a blind check on all models in base contact.

Precision striker: Built with the capacity to distinguish between the various shapes and sizes of a foe to recognize what it needs to target, the Crinis has an uncanny ability to single out an opponent as they attack. On a roll of a six to hit or a six to wound, the Crinis may allocate the hit or wound onto any model the user chooses in a targeted unit in either

Fluff: A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it's foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it's chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.

The creature is remarkably quick, built more like a hive tyrant than a Carnifex, and may be an offshoot of that genus. It's strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.

These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.

These creatures seem to be a relatively recent evolution of the Tyranids, only beginning to appear during M42. It seems that the Hive Mind understands that groups such as the Imperium or Chaos Space marines are virtually unable to replace relics such as dreadnoughts or terminator armor or relic weapons. If met with daemon weaponry, the creatures take them to be destroyed by psychic attacks to deny the enemy further usage of them. And yet, despite being new, the Crinis is already taking a toll on sacred machines that come only in a limited supply.

The inciphis region seems almost a testing ground for them, for it is where they are most commonly found, fighting and killing within that bloody cauldron.


I'll forego tentacle jokes THIS TIME since you singled them out. Also, wall of text incoming.


Spoiler:
220pts seems a little low for everything this thing has as standard. I mean, a T6 W4 MC with a 3+, IWND that can DS in a spore, has a free cover save (that's what Toxic Miasma is, right?), Toxin sacs lash whips and flesh hooks AND can destroy equipment on a model that fails a strength check against S6 (so pretty much everything outside of other MCs or bros with Iron Arm) seems like it should have a higher base cost. I'd make it 250 base at least, and then drop some options if you want to keep the "destroy equipment on individual models" rule, which seems tedious to me anyway. It seems like you just threw a bunch of stuff you liked on to this one guy and called it a day.

I like the precision striker, IWND and the base equipment for 220.


I'd keep the stat line, it's nice and I'd be willing to throw down that many points for it. But, here's what how I'd do it:
-Keep the stat line, but change it's armor save to a 4+ or 5+ to make the armored carapace option seem worth while.
-Make it an HQ or Heavy, not an elite. If it's a heavy, remove the Feeder tendrils as those seem like a great HQ upgrade.
-Lose the tail options, it has 5 attacks already, why d3 more? Seems excesive.
-If you want to keep the extra lash whips, make it give up something from the base equipment, like the flesh hooks or tendrils. This is especially true if they're going to freaking blind opponents.
-Ditch the cumbersome "destroy stuff on models" mechanic for infantry, keep it for vehicles, but I'd change it to:
"Each time a glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result, but does not lose a hull point, i f all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked.
If a penetrating hit is made, resolve the result as normal, except that if a weapon destroyed result is rolled, the vehicle lose two weapons."
-Change the infantry rules for it to reduce attacks or WS of the enemy in base contact by 1 to a minimum of 1.

-Too many upgrades. Keep the Frag Spines (but make them 15 points, this thing is already a terror without a 5 point "I hit first always" upgrade), Armored Carapace and thorax swarm upgrades. Ditch the other upgrades. It already has IWND, so regeneration is too much (or just pick one or the other), the tails are too much, the bio plasma and the cluster spines/stinger salvo seem out of character to me, but you could keep them if you REALLY wanted to.


In conculsion, it's a sloid piece of fluff, and a solid creature at heart, it just needs tweaking.

Toxic Miasma is like what Purifiers do, except at the end of the turn and thus much more sucky.

Anyway, update.

Crinis

WS 5, BS 3, S 6, T5, W 4, I 5, A 5, Ld 10, Sv 4+ 220 points

Slot: HQ (Note, one Elite slot is open for a Crinis per hive tyrant)

Unit type: Monstrous creature

Unit size: 1-3 (May take a mycetic spore as a dedicated transport if the unit size is 1)

Special rules: Ruinous touch
Instinctive behavior, feed.
It will not die
Precision striker


Ruinous touch:: If a Crinis hits an opponent, it grasps it's foes armoring and starts ripping at it while disgorging acid, peeling open armor while simultaneously dissolving them into useless puddles with acid for other organisms to more easily feast on the prey. Against models with a toughness value, roll an opposed strength test for each hit the Crinis lands on the enemy, if the Crinis wins, the target loses it's armor save or invulnerable save as it rips open carapaces, tears away shield generators, and shucks the armor off an opponent, rendering them vulnerable to attack from other Tyranids.


Against vehicles, Each time a glancing hit is made by the Crinis, the vehicle suffers an automatic weapon destroyed result, but does not lose a hull point, i f all weapons are destroyed, then it is immobilized. If the vehicle has lost all weapons and is immobilized it is automatically wrecked. The results of penetrating hits may be rerolled, but the user of the Crinis *must* take the rerolled result, even if it is worse.


Weapons and biomorphs: Lash whips x2
Feeder tendrils
Acid blood
Toxin sacs
Toxic Miasma

May exchange any set of lash whips for Flesh hooks.

May take anyof the following

- Frag Spines, 15 points
- Adrenal Glands, 5 points
- Extended Carapace 30 points
- If a bonded exoskeleton is purchased, an armored carapace may be purchased for a further 30 points.
- Regenerate 30 points


Feeder tendrils: Grants implant attack, if a model is slain via Implant attack instant death, the Tyranid player gains Preferred Enemy and Hatred (Unit type consumed) as long as they are in synapse range. For example, if a captain falls to the feeder tendrils, the Tyranid army gains Preferred enemy and Hatred (Space Marines)

Lash whip x2: As normal, but also forces an initiative on all enemy models in base contact. If the model fails the check, it's WS are reduced by one to a minimum of one as it sends such agony through the opponent that their ability to fight back is reduced.

Precision striker: Built with the capacity to distinguish between the various shapes and sizes of a foe to recognize what it needs to target, the Crinis has an uncanny ability to single out an opponent as they attack. On a roll of a six to hit or a six to wound, the Crinis may allocate the hit or wound onto any model the user chooses in a targeted unit in either

Fluff: A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it's foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it's chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment.

The creature is remarkably quick, built more like a hive tyrant than a Carnifex, and may be an offshoot of that genus. It's strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain.

These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.

These creatures seem to be a relatively recent evolution of the Tyranids, only beginning to appear during M42. It seems that the Hive Mind understands that groups such as the Imperium or Chaos Space marines are virtually unable to replace relics such as dreadnoughts or terminator armor or relic weapons. If met with daemon weaponry, the creatures take them to be destroyed by psychic attacks to deny the enemy further usage of them. And yet, despite being new, the Crinis is already taking a toll on sacred machines that come only in a limited supply.

The inciphis region seems almost a testing ground for them, for it is where they are most commonly found, fighting and killing within that bloody cauldron. Already their rapacious desire to destroy equipment has cost the foes of the Tyranids priceless artifacts, holy relics, irreplacable weapons and vehicles, and important equipment.

This message was edited 1 time. Last update was at 2013/09/06 16:29:26


 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.



 
   
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I really wish you'd drop the armor-stripping all together since it seems really broken and kind of a pain in the ass to track. I also think it makes sense drop the invulnerable stripping from the clunky armor-stripping mechanic. I get that it "strips away forcefields" as part of its description, but invulnerable saves are not always because of physical wargear.

I could, hover, see it decreasing the armor save of the unit while in close combat with the thing, making a creature (or creatures) that could be a great anvil to tar-pit a unit long enough for a hammer unit to come in and wipe stuff out.

Go forth and amplify, here come the NOISE MARINES!
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Temple Prime

 Extreaminatus wrote:
I really wish you'd drop the armor-stripping all together since it seems really broken and kind of a pain in the ass to track. I also think it makes sense drop the invulnerable stripping from the clunky armor-stripping mechanic. I get that it "strips away forcefields" as part of its description, but invulnerable saves are not always because of physical wargear.

I could, hover, see it decreasing the armor save of the unit while in close combat with the thing, making a creature (or creatures) that could be a great anvil to tar-pit a unit long enough for a hammer unit to come in and wipe stuff out.

I uh...had some rather illicit inspiration for that mechanic.


 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.



 
   
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I figured as much. Illicit or no, it's the mechanic that is troublesome, not the concept.

Go forth and amplify, here come the NOISE MARINES!
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Temple Prime

 Extreaminatus wrote:
I figured as much. Illicit or no, it's the mechanic that is troublesome, not the concept.

Isn't the Necrons entropic strike basically an even more guaranteed way for you to lose your armor save?

 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 se
Wicked Warp Spider






Ios

Entropic Strike only works on vehicles that are hit or non-vehicles that suffer an unsaved wound. It also does not remove invulnerable save - a mechanic GW has thankfully removed from the game in recent editions.
You'd also do well to note that far from all invulnerable saves can actually be physically removed so the meta-explanation makes no sense.

I really need to stay away from the 40K forums. 
   
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Temple Prime

 Mahtamori wrote:
Entropic Strike only works on vehicles that are hit or non-vehicles that suffer an unsaved wound. It also does not remove invulnerable save - a mechanic GW has thankfully removed from the game in recent editions.
You'd also do well to note that far from all invulnerable saves can actually be physically removed so the meta-explanation makes no sense.

The Vindicaire does remove inv saves based on wargear.

But I do want to still mechanically reflect it's tendency to rip the armor off your body to leave you naked and helpless before killing you.

This message was edited 1 time. Last update was at 2013/09/07 09:42:27


 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.



 
   
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I would love it if they would bring in the mirage devil fish from that apoc formation.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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 Kain wrote:
 Extreaminatus wrote:
That's why you reduce the save (3+ to 4+ or whatever) for the phase. As for your other examples, I don't like that they remove armor saves, either.

And the Vindicaire is dumb. Like, poop from a butt dumb.

Is it that he can shoot the Rosarius off a guy from half way across the board or is it that his sniper rifle is a better anti-armor gun than a demolisher cannon?


Both. The sniper rifle should absolutely be a baller anti-infantry weapon, it should not slag any and every tank in the game so easily.

And the fact he can shoot The Warp out of a Daemon Prince to remove its invulnerable save. It's a silly unit all around.

Go forth and amplify, here come the NOISE MARINES!
Sons of Cacophony: Construction Finished, Forever Unpainted 
   
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Temple Prime

 Extreaminatus wrote:
 Kain wrote:
 Extreaminatus wrote:
That's why you reduce the save (3+ to 4+ or whatever) for the phase. As for your other examples, I don't like that they remove armor saves, either.

And the Vindicaire is dumb. Like, poop from a butt dumb.

Is it that he can shoot the Rosarius off a guy from half way across the board or is it that his sniper rifle is a better anti-armor gun than a demolisher cannon?


Both. The sniper rifle should absolutely be a baller anti-infantry weapon, it should not slag any and every tank in the game so easily.

And the fact he can shoot The Warp out of a Daemon Prince to remove its invulnerable save. It's a silly unit all around.

Don't worry, come 6e and they'll also be able to shoot the clothes/armor save off a Farseer.



Cookies if you get the reference.

 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
Fresh-Faced New User




Firefighta: Fast vehicle, 1 Roasta

__Armor__
10 10 10

Roasta: S5, AP4, Assault 1, Torrent

Special Rules: When a Firefighta explodes, the hit is S4, AP5 and ignores cover.
   
Made in gb
Drew_Riggio





Sheffield

Chaos vehicle. It is not fully new idea but I would love to see it alive.

Death Wheel 235 pts Heavy support.
Bs 3 Armour: Front 12 side 14 back: 12 HP:4

Arment: 4 Hull mounted laser canons, ( four on each side) It is always armed with dozer blade.
Special rules: Demon forge, Siege Crawler, Demonic Possession.


Basicly a giant wheel with heavy fire power, relay thin if looked from front, but massive sidewise it is about size of tau riptide. it is available to any chaos army, but especially to the Iron Warriors. The wheel is able to stop and change direction in place, and if struck from side it will place it self again in vertical position.

What you think?

Hello.
Flesh forge here. A Model designer for hire!
3D print and modelling of all kinds.
twitter.com/Flesh_Forge
www.deviantart.com/flesh-forge 
   
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Temple Prime

 Extreaminatus wrote:
 Kain wrote:
 Extreaminatus wrote:
That's why you reduce the save (3+ to 4+ or whatever) for the phase. As for your other examples, I don't like that they remove armor saves, either.

And the Vindicaire is dumb. Like, poop from a butt dumb.

Is it that he can shoot the Rosarius off a guy from half way across the board or is it that his sniper rifle is a better anti-armor gun than a demolisher cannon?


Both. The sniper rifle should absolutely be a baller anti-infantry weapon, it should not slag any and every tank in the game so easily.

And the fact he can shoot The Warp out of a Daemon Prince to remove its invulnerable save. It's a silly unit all around.

I also have a question...when the Crinis tears off the armor, it's broken, in pieces, and partially dissolved with some of it eaten.

How do they get their armor save back?

 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
Troubled By Non-Compliant Worlds






They have extra armor in their backpacks?

I really just don't like removing an armor save on a model-to-model basis, and removing it unit-wide seems broken as hell, so I proposed a reduction instead. It seems easier to keep track of and you change the fluff ever-so-slightly to compensate while still keeping the feel of the giant bug.

Go forth and amplify, here come the NOISE MARINES!
Sons of Cacophony: Construction Finished, Forever Unpainted 
   
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Temple Prime

 Extreaminatus wrote:
They have extra armor in their backpacks?

I really just don't like removing an armor save on a model-to-model basis, and removing it unit-wide seems broken as hell, so I proposed a reduction instead. It seems easier to keep track of and you change the fluff ever-so-slightly to compensate while still keeping the feel of the giant bug.

Unit wide? It's just per model hit.

And it was either an equipment destroyer or a giant lictor for elites as the overall intention was to make a MC for the one Tyranid FOC slot that doesn't have one.

And I'm not exactly sure how I'd justify it other than "The Emperor/Cegorach/Chaos/Gork and Mork/The Greater Good see their now tattered and mangled followers and bring their armor back magically for the children not to see any skin" while still keeping the equipment destruction role of the Crinis.

This message was edited 1 time. Last update was at 2013/09/10 13:52:15


 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
Longtime Dakkanaut





Holland , Vermont

Got 2 I designed a bit back (may need to do some redesign with the new Tau rules.. ( I always post these in these kinda threads..but I love em so much )

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.

Narwhal LDMS (Launched Drone Munition System)



The LDMS is the Tau Empire's response to the overwhelming superiority of it's Imperial opponents indirect fire assets, but wish to avoid collateral damage and friendly fire incidents have approched the challenge with a high technology approach.
Using established Drone systems, and a Variable loadout programable payload subsyems, the Tau earth caste have developed an accurate, adaptable war fighting system, that is designed to complement the other units fighting for the greater good.

Weapon : LDMS Range: 12"-96" Str: varies AP: varies Special: based on payload.

Explosive/Thermic charge Str:8/6 AP: 4/1 (Thermic charge) Special rule: Explosive : Ordnance 1 large blast Thermic charge: hev 1 Melta small blast( 2d6 pen if center of blast template is on vehicle.

Multi-Drone Munition (MDM) see special rules.

special rules: self-guidance systems, after scatter and distance dice have been rolled the controling player then may roll 1d6+3 for the self guidance systems of the drone munitions, this correction may be made in any direction the player wishes, to reflect the drone choosing its most effective target.
Once a target is determined the owning player decides which form of explosive to deploy either the Explosive or Thermic charge, effects are then determined on target.

Variable loadout: before firing the player may determine if an Explosive/Thermic charge, or Multi-Drone Munition will be deployed, both benifit from the self guidance special rule.

Multi-drone Munition: MDM is a cluster of limited life span interdiction drones, that are programed for fire support or close quarters assault, the MDM is represented by a 60mm base with 3 drone models affixed with the following profile ws:2 bs:2 s:3 t:3 w:3 i:4 a:3 ld:7 sv:4+ twin linked pulse carbines (Assault 3)
The MDM cluster once placed does not move from its position and if not destroyed by enemy fire or assault will self-terminate after 3 game turns, while deployed it may fire as normal and defend itself in CC, and counts as fearless for purposes of LD checks.
If the MDM Cluster is placed upon a enemy troops it will count as deploying flechette launchers for the first round of combat effecting all models in base to base contact or within 2" , also the cluster is treated as charging, difficult/ dangerous terrain will remove the MDM cluster on 1 on a d6 ( rolled before combat )

Friend from foe: if when using either Explosive or Thermic-charge loadouts and the blast templates cause friendly (Tau only not allied units such as kroot) to be effected, then the drone will self terminate prior to detonation and no template will be placed ( The Tau do not tolerate friendly causulties, and have programed even their artillery to discriminate friend from foe.)

Markerlights: for each markerlight placed on target 1" is added or subtracted from the self guidance roll, this is the only use of markerlights with the LDMS

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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 Kain wrote:
 Extreaminatus wrote:
They have extra armor in their backpacks?

I really just don't like removing an armor save on a model-to-model basis, and removing it unit-wide seems broken as hell, so I proposed a reduction instead. It seems easier to keep track of and you change the fluff ever-so-slightly to compensate while still keeping the feel of the giant bug.

Unit wide? It's just per model hit.

And it was either an equipment destroyer or a giant lictor for elites as the overall intention was to make a MC for the one Tyranid FOC slot that doesn't have one.

And I'm not exactly sure how I'd justify it other than "The Emperor/Cegorach/Chaos/Gork and Mork/The Greater Good see their now tattered and mangled followers and bring their armor back magically for the children not to see any skin" while still keeping the equipment destruction role of the Crinis.


It would be easier to track if it were per unit, but armor removal per unit is broken. Also, I just realized that most units only have 1 wound, which means they're dead anyway (which is what I get for posting at work, in a hurry). However, I think that armor removal on an MC which could be multiple MCs is a bit much (and I think it's silly in general, but that's not what we're talking about here!). Also, why do you want a monsterous creature in the 'Nid elite slot? That slot is croweded as hell already. Why not put it in a slot where it might actually see play instead of, "lolmoreelites"?

Further more, you can justify the armor reduction by saying that it weakens the armor, but does not destroy it outright as the acid takes times to fully break down the armor/equipment. Or, you could say it removes the save since the acid is limited in duration due to its potency and each round it's in CC is spews more acid. Like, it's that simple.

Go forth and amplify, here come the NOISE MARINES!
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