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Grindermaw Drill and Mawpit Tunnels ["Transport" and Fortification for GSC]  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Regular Dakkanaut






Grindermaw Drill (Dedicated Transport, Power Rating 4)
A frontier modification of the Hades Breacher STC, the Grindermaw Drill is geared for long stretches underground manned by a single pilot. Such miners toil for days, weeks, even months in an abyssal blackness lit only by flares, deafened by the mechanical roar of their steed's all-devouring metal jaws, living on air filtered by an industrial rebreather and stale water recycled by a hydrogen-still, kept alert only by a cocktail of intense stimulants. In the hands of a Genestealer Cult, such devices become powerful tools of freedom, allowing the cult to spread its hidden passages far and wide beneath the surface of their world.
1 Grindermaw Drill: M 6", WS 4+, BS 4+, S6, T7, W7, A2, Ld 7, Sv 3+
A Grindermaw Drill is equipped with: 1 drilldozer blade; 1 flare launcher.

Abilities
  • Cult Ambush: See Codex: Genestealer Cults.
  • Explodes: See Codex: Genestealer Cults.
  • Flare Launcher: See Codex: Genestealer Cults.
  • Delver's Assault: During deployment, you must set this vehicle up underground (see the Cult Ambush ability). At the same time, you can set up a friendly <CULT> INFANTRY unit in the Grindermaw Drill's tunnel. Neither this model, nor any unit set up in its tunnel, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. This vehicle can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If there is another unit set up in its tunnel, set it up at the same time, wholly within 3" of the Grindermaw Drill and more than 9" away from any enemy models.
  • Dig Down: At the end of your Movement phase, if this model is not within Engagement Range of any enemy units and did not Fall Back in that phase, it can dig underground. Remove it from the battlefield and set it up underground again. If a friendly <CULT> INFANTRY unit is within 3" of this model, it can also be removed and set up in the Grindermaw Drill's tunnel.

  • Keywords
  • Faction: TYRANIDS, GENESTEALER CULTS, <CULT>
  • Keywords: VEHICLE, TRANSPORT, GRINDERMAW DRILL

  • Points Costs
  • Grindermaw Drill: 70 points
  • Drilldozer blade: 0 points
  • Flare launcher: 5 points


  • Mawpit Tunnel (Fortification, Power Rating 4)
    1-4 Mawpit Tunnel: M -, WS -, BS -, S6, T6, W12, A -, Ld -, Sv 6+
    If this unit contains 2 models, it has Power Rating 8. If this unit contains 3 models, it has Power Rating 12. If this unit contains 4 models, it has Power Rating 16.

    Abilities
  • Fire from the Depths: Up to 5 models embarked aboard this model can shoot in your Shooting phase, measuring distances and drawing line of sight from any point on this model. When they do so, any restrictions and modifiers that apply to this model also apply to its embarked models.
  • Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. Friendly units can target enemy units that are within 1" of this model.
  • Subterranean Network: When a unit embarked in this model disembarks, it can instead disembark from any other friendly MAWPIT TUNNEL on the battlefield, or embark into any other friendly MAWPIT TUNNEL on the battlefield (normal capacity rules apply). In addition, when you set up a unit from underground, you can instead set it up embarked in any friendly MAWPIT TUNNEL on the battlefield, ignoring distance from enemy models.
  • Tunnel System: The first time you set up this unit, all models in this unit can be set up separately, anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.

  • Transport
    This model has a transport capacity of 20 <CULT> INFANTRY or BIKER models. Each ABERRANT or BIKER takes the space of two other models. Each PATRIARCH takes the space of five other models.

    Keywords
  • Faction: GENESTEALER CULTS, <CULT>
  • Keywords: BUILDING, TRANSPORT, MAWPIT TUNNEL

  • Points Costs
  • Mawpit Tunnel: 75 points

  • New Stratagem: The Yawning Darkness (1 CP)
    Genestealer Cults Stratagem
    Strong arms toil and alien eyes gleam in the dark, clearing and reinforcing the tunnels that the Grindermaw chews from living bedrock.
    Use this Stratagem in the Reinforcements step of your Movement phase, when you set up a friendly GRINDERMAW DRILL on the battlefield. Add a new unit of 1 Mawpit Tunnel to your army and set it up on the battlefield, anywhere within 1" of the GRINDERMAW DRILL and more than 9" from any enemy model. If you have another <CULT> unit set up in the GRINDERMAW DRILL's tunnel, it can be set up embarked in this new Mawpit Tunnel. If you have any <CULT> units embarked in another MAWPIT TUNNEL, they can immediately disembark into this MAWPIT TUNNEL (see the Subterranean Network ability).

    OLD VERSION:
    Spoiler:
    Hades Breacher Drill (Dedicated Transport, Power Rating 4)
    1 Hades Breacher Drill: M 6", WS 4+, BS 4+, S6, T7, W7, A D3+3, Ld 7, Sv 3+
    A Hades Breacher Drill is equipped with: 1 melta-cutter drill.

    Weapons
  • Melta-cutter drill: Range Melee; Type Melee; Sx2; AP-4; D3; Abilities: Each time an attack is made with this weapon against a BUILDING, that attack automatically hits the target. Each time an attack made with this weapon targets a VEHICLE unit, that attack has a Damage characteristic of 6.

  • Abilities
  • Manned Vehicle: This model cannot make a Normal Move, Advance, Fall Back, or declare a charge unless there is a friendly <CULT> or BROOD BROTHERS INFANTRY model within 3".
  • Cult Ambush: See Codex: Genestealer Cults.
  • Explodes: See Codex: Genestealer Cults.
  • Subterranean Assault: During deployment, you must set this transport up underground (see the Cult Ambush ability) but neither it, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. This transport can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this transport must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from any enemy models. If any units are embarked on this transport at the end of your Movement phase, immediately remove this transport from the battlefield and set it up underground again. If the battle ends before this unit is set back up, it any units embarked within it are destroyed.
  • Whirling Blades: This model has a 4+ invulnerable save against melee attacks.

  • Transport
    This model has a transport capacity of 20 <CULT> INFANTRY models. Each ABERRANT takes the space of two other models. Each PATRIARCH takes the space of five other models.

    Keywords
  • Faction: TYRANIDS, GENESTEALER CULTS, <CULT>
  • Keywords: VEHICLE, TRANSPORT, HADES BREACHER DRILL


  • Points Costs
  • Hades Breacher Drill: 80 points
  • Melta-cutter drill: 0 points


  • ----------------------------------------
    Giving this vehicle to GSC natively, since it makes perfect sense for them, both as a tunneling transport and as a civilian tool repurposed for war. The points and stats are the same as the Astra Militarum version, but I've given it the Drop Pod ability to ignore Reinforcement points limits/mission restrictions, doubled its effective "capacity", and allowed it to tunnel down again with a unit in tow. Why? Because unlike Guard, GSC can already natively set up INFANTRY "underground" and Deep Strike them in. That benefit, on its own, is almost meaningless. Doubling capacity means nothing, because GSC can already set up 20-strong INFANTRY units "underground". That's nothing new. Tunneling down again is (sort of; it exists as a strat).

    I've also stopped it moving independently, because... there's no driver. It's not a drone, either, afaik, so how would it move independently?

    This message was edited 4 times. Last update was at 2021/04/15 23:48:07


     
       
    Made in de
    Lone Wolf Sentinel Pilot






    While I agree with your overall idea, giving it a regular transport capacity is a bit weird. I have the model and it is tiny, half, maybe even just a third the volume of a Chimera. There is no room for anyone to squeeze inside. So either it is the same model, in which case nobody should be able to hide inside protected from ranged attacks like in normal transports or it is a bigger version with some kind of crew compartment, but then it might deserves some more wounds.

    This message was edited 1 time. Last update was at 2021/04/11 05:37:33


    ~5600 build and painted 
       
    Made in gb
    Regular Dakkanaut




     Pyroalchi wrote:
    While I agree with your overall idea, giving it a regular transport capacity is a bit weird. I have the model and it is tiny, half, maybe even just a third the volume of a Chimera. There is no room for anyone to squeeze inside. So either it is the same model, in which case nobody should be able to hide inside protected from ranged attacks like in normal transports or it is a bigger version with some kind of crew compartment, but then it might deserves some more wounds.
    The idea is that the unit isn't really "embarked" on the drill, it's just following it down/out of the tunnel it's digging. Whenever you set up the drill, the units aboard it immediately disembark, and whenever new units embark, the drill is removed from the battlefield at the end of that phase (since it's digging again). There's never a point where the units are "inside" the drill outside of a Movement phase, it just represents the digging.

    That's probably too unclear, though. Embarking is a useful shorthand for this mechanic, but it does have the potential to create confusion. I've added an explanatory sentence, but it might be best to just rewrite the ability entirely. Perhaps it could work as a "tunnel" fortification that's linked to all other tunnels, and the Drill lets you make more?
       
    Made in de
    Lone Wolf Sentinel Pilot






    Ah now I understand. Yeah, cool idea. I don't know if it works better as fortification...

    ~5600 build and painted 
       
    Made in gb
    Regular Dakkanaut




     Pyroalchi wrote:
    Ah now I understand. Yeah, cool idea. I don't know if it works better as fortification...
    I was thinking of something like this, with Hades Breacher Drills spawning free Mawpit Tunnels:

    Mawpit Tunnel (Fortification, Power Rating 4)
    1-4 Mawpit Tunnel: M -, WS -, BS -, S6, T6, W12, A -, Ld -, Sv 6+
    If this unit contains 2 models, it has Power Rating 8. If this unit contains 3 models, it has Power Rating 12. If this unit contains 4 models, it has Power Rating 16.

    Abilities
  • Fire from the Depths: Up to 5 models embarked aboard this model can shoot in your Shooting phase, measuring distances and drawing line of sight from any point on this model. When they do so, any restrictions and modifiers that apply to this model also apply to its embarked models.
  • Immobile: This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. Friendly units can target enemy units that are within 1" of this model.
  • Subterranean Network: When a unit embarked in this model disembarks, it can instead disembark from any other friendly MAWPIT TUNNEL on the battlefield, or embark into any other friendly MAWPIT TUNNEL on the battlefield (normal capacity rules apply). In addition, when you set up a unit from underground, you can instead set it up embarked in any friendly MAWPIT TUNNEL on the battlefield, ignoring distance from enemy models.
  • Tunnel System: The first time you set up this unit, all models in this unit can be set up separately, anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.

  • Transport
    This model has a transport capacity of 20 <CULT> INFANTRY or BIKER models. Each ABERRANT or BIKER takes the space of two other models. Each PATRIARCH takes the space of five other models.

    Keywords
  • Faction: GENESTEALER CULTS, <CULT>
  • Keywords: BUILDING, TRANSPORT, MAWPIT TUNNEL

  • Points Costs
  • Mawpit Tunnel: 75 points
  • This message was edited 5 times. Last update was at 2021/04/11 20:12:16


     
       
    Made in de
    Lone Wolf Sentinel Pilot






    That's a pretty cool concept for a fortification. Very fitting for GSC. Reminds me a lot of the tunnel systems in CnC Generals

    ~5600 build and painted 
       
    Made in gb
    Regular Dakkanaut




    Alright, updated with a new version of the drill, totally modified for Genestealer Cults specifically and explicitly set out as a different unit in the lore.

    Then added Mawpit Tunnels and a new Stratagem to the OP.
       
     
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