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![[Post New]](/s/i/i.gif) 2012/04/23 17:26:16
Subject: Design your own War Machines (or vehicle upgrades)
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Grim Dark Angels Interrogator-Chaplain
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Land Speeder Hurricane 1-3 70pts each
fast attack
BS 3
FR 10
S 10
R 10
Type: Skimmer (fast)
Special rules: scout
Weapons: Hull mounted Hurricane bolters, pintol mounted Heavy bolter
Options: May exchange heavy bolter for
Heavy flamer free
Multimelta 10pts
forgot the BS of the tank lol, and try it before you knock it ;P
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![[Post New]](/s/i/i.gif) 2012/04/23 17:34:24
Subject: Design your own War Machines (or vehicle upgrades)
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Fixture of Dakka
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It's still:
- A twin linked weapon that'll be in rapid fire range by the shooting phase of turn 1.
- A fast vehicle that can fire a Hurricane Bolter and move 12"
- 70pts
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BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant? |
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![[Post New]](/s/i/i.gif) 2012/04/23 17:44:12
Subject: Design your own War Machines (or vehicle upgrades)
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Grim Dark Angels Interrogator-Chaplain
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yep and i use it alot, it ok at killing infantry, however its not as good as you assume, try it out
I basically use it with my ravenwing or scout force
at 80+ points it becomes to expensive for what little it can do, i can see maybe 75 points
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![[Post New]](/s/i/i.gif) 2012/04/23 18:08:07
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Avatar of the Bloody-Handed God
Inside your mind, corrupting the pathways
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Da Drop Stompa ~600-650 points? WS BS S FRONT SIDE REAR I A 4.....2 10... 13... 13... 13.. 1 4 UNIT: 1 Drop Stompa TYPE: Super-heavy walker STRUCTURE POINTS: 4 POWER FIELDS: 2 TRANSPORT: Da Drop Stompa can carry up to 10 boyz ACCESS POINTS: Front hatch (can only be accessed or exited by jump troops unless Da Drop Stompa remains stationary and lowers itself to the ground for a whole turn to discharge its passangers) FIRE POINTS: None (Da Drop Stompa iz sealed for drivin in space!) Weapons: 2 Titan close combat weapons (extra attacks included in profile) 2 Retro Rokits (counts as 2 Supa-skorchas) Da Drop Stompa is made fom huge, thick slabs of ceramite and heat shielding, welded and riveted together around massive retro-rockets into a crude drop pod. Upon landing with bone crushing force, the drop pod opens up - armoured plates grinding as legs sprout forth as whatever crew survived impact take their war machine right into the heart of the fight. SPECIAL RULES: Effigy: Da Drop Stompa is a roaring, belching personification of the warrior god Gork (or possibly Mork) that hums with pure Orkiness. All Ork Mobs within 12" are Fearless. That's no moon!: Da Drop Stompa starts play in reserves and enters play via deep strike with the following modifications: When Da Drop Stompa enters play, it scatters 3d6. Any terrain or units that it lands on are destroyed. When Da Drop Stompa enters play, roll a D6 after determining where it will land: - 1 = Da biggest crata in da wurld! - Something has obviously gone horribly wrong; Da Drop Stompa crashes into the surface of the planet at orbital speed, obliterating everything within a considerable distance. Everything within a range of 6d6 of the landing point is hit with a S4 blast. And units/vehicles which take damage must roll to see if they are pinned. The burning fuel creates an impassable, LOS blocking infinitely tall zone the size of Da Drop Stompa where it would have landed. - 2 = Dat cooda been betta... - Well, you've landed but things could have been better - crew shaken and stunned on the turn it arrives, and can only move at half speed thereafter. - 3 = Da Orks av landed! - Da Drop Stompa lands with most of its structure (and crew) intact and may act as normal. - 4 = Da Orks av landed! - Da Drop Stompa lands with most of its structure (and crew) intact and may act as normal. - 5 = Dat one looks squishy! - by luck or better judgement you have managed to land closer to the enemy than initially thought! You can deploy 1d6 closer to the nearest enemy unit. - 6 = It's Stompin' time! - A perfect landing - Da Drop Stompa can move and shoot the turn it arrives, and the troops may disembark, shoot and assault as if Da Drop Gargent had not moved As well as any of the above rules (except on a roll of 1): Anything within 2d6 of where Da Drop Stompa lands is hit as if with a S3 blast.
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This message was edited 1 time. Last update was at 2012/04/23 18:10:46
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![[Post New]](/s/i/i.gif) 2012/04/23 19:06:00
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Fixture of Dakka
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Scepter Titan - 200pts
The smallest of the Eldar Titans, the Scepter is often used for rapid strikes, being too lightly armoured for a war of attrition but swift enough to sweep aside even the nimblest of fighters.
WS - 4
BS - 4
S - 6
|F - 11
|S - 11
|R - 11
I - 6
A - 3
Unit Composition - 1 (Unique)
Unit Type - Walker
Wargear - Twin-Linked Brightlance, Scepter Rune Blade, Retro Jets
Scepter Rune Blade - This is a close combat weapon that ignores armour saves. It also adds 1 Initiative to the user. This is consecutive, so 2 Scepter Rune Blades will make the Titan Int 8.
Retro Jets - These give the Titan an additional 6" movement. The Titan also treats terrain like Jump Infantry.
Special Rules - Fleet, Quick-Footed
Quick-Footed - The Titan may reroll failed dangerous terrain tests it makes.
Options -
May replace TL Brightlance with Fusion Blaster for 5pts
May take a second Scepter Rune Blade for 25pts
May replace Scepter Rune Blade with Dreadnought Close Combat Weapon for 15pts each
Balanced?
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BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant? |
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![[Post New]](/s/i/i.gif) 2012/04/23 19:17:27
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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Dreadblade Super Heavy Chem Tank. (if there is already a dreadblade thenill change the name. keeping up with all the Baneblade varieants can be difficult)
BS 3
AV: 14/13/12
SP 3
Weapons: Dreadblade Chem cannon: Fires hellstorm template (super sized flamer template), can fire from the muzzle of the weapon up to 24 inchs away (thin end closest to gun lke the Hellhound gun) ST 5 AP X poison (2+) template
Chem Cannon sponsons (replaces las cannons but can have lascannons put back for points)
sponsons twin heavy bolters
front hull heavy bolters
Front Hull mounted "Chem Shell" cannon ST6 AP X Posion 2+ large blast 36" (in the Demolisher cannons spot)
Volatile Chemicals: the Payload the Dreadblade sprays is a even more volatile version of the chemicals employed by the Banewolf or Dessecrator Leman Russ. It has rending if sprayed on a vehicale as it eats through the enemy tanks armor.
Torrential Spray: units under the template are hit 3 times, units inside transports that are destroyed by the Dreadsaber take a poison hit when exiting.
Acidic detonation: if an apocolyptic explosion is rolled on the dreadblade then all units hit by the blast are hit by its chem cannon (poison 2+) as the chemicals spray everywhere. (rending and all is allpied, but only 1 hit is taken)
Acrid smell: All units (freind or foe) around the Dreadblade have their leadership lowered by 2 along with their ballistic skill being reduced by 1 due to the aweful chemical smell that follows the tank, scortching throats and burning eyes. within 12 inchs around the tank. if there is another Dreadblade within 12 inchs then increase the range of both tanks Acrid Smell effect by 6 inchs as the smell if amplified by puting the tanks together, also decrease Leadership by another 1 and BS by another 1. Vehicales are not affected by this as they are mostly enclosed (open topped are affected by the BS reduction effect)
note: the Dreadblade itself is not affected by the BS reduction and retains a BS of 3.
Driven by only the most sadistic tankers, the Dreadblade is a gigantic version of the Banewolf. The smell of its chemical payload alone can bring a man to its knees and the sheer volume its cannon can pump out can reduce even a tank to a pool of broiling sludge, the occupants of any unlucky transport that the Dreadblade fires upon run the risk of a hole being eaten in the hull and the chemicals to flood the interior of the transport, turning the occupants into bubbling remains of flesh and bone. Those insane (or unlucky) enough to drive a Dreadblade constantly wear rebreathers to attempt to spare their lungs from the acrid chemicals that permiate the inside of the tank. The Toxic stew that the Dreadblade carries is far more volitile then the mixture carried by the smaller Banewolf or Dessecrator, their smaller and thinner walled chemical tanks not being able to handle the highly acidic nature of the Dreadblades mixture.
It is a grim day when a Dreadblad must be deployed against the enemy.
One famous report tells of a single dreadblade holding back a Tyranid swarm by entrenching itself in a natural bottle neck and drenching everything that moved in chemicals until the tank sat in a small lake of broiling chemicals filled with the bodies of the tyranids that got to close, the Swarm continued to try and reach the tank but fell into the chemical lake and immediatly began to melt into sludge. burrowing tyranids tried to flank the tank but as they broke ground underneath the Dreadblade a portion of the acid would drain into the burrow and inccinerate the tyranids in their tunnels. when reinforcements finnaly arrived the TYranids had been severly weakened and the lake around the Dreadblade had become so mixed with Tyranids sludge it had turned a sickening brownish red and the tanks crew had to be airlifted away as the tanks drive train had melted from the chemical lake it sat in. the area was incinerated by bombing later and quarentined forever with the remnants of the Dreadblade sticking out of the blackened ground, a monument to the fearsome tanks victory.
The short range of the Dreadblades chemical weapons are its main weakness, that and if its in close proxminity to allied forces it can become a liability with the Acrid Smell and the possibility to destroy everything around it should it explode with Acidic Detonation.
Points: 600
Chem Cannons to Lascannons 50
IG armor upgrades
Cannot be a Command tank (top brass refuses to sit in such a machine!)
subject to change.
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This message was edited 1 time. Last update was at 2012/05/30 08:18:47
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/04/23 19:21:46
Subject: Design your own War Machines (or vehicle upgrades)
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Longtime Dakkanaut
Misery. Missouri. Who can tell the difference.
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My other IG custom warmachine: Multiple Rocket Launch System Armor: F10/S10/R10 Type: Artillery, 2 Crew Loaders 1 Targeter/Voxcaster. Weapon: Rockets Rocket -- 48" range indirect, S8, AP3, Ordance APOC 10. Captured Launcer in action by Tau Human Aux bombarding Space Marine Posistions within the city and working in concert with Scout Vehicle in the Battle for Tarkionia Secondus:
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This message was edited 2 times. Last update was at 2012/04/23 19:28:12
251 point Khador Army
245 points Ret Army
Warmachine League Record: 85 Wins 29 Losses
A proud member of the "I won with Zerkova" club with and without Sylss.
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![[Post New]](/s/i/i.gif) 2012/04/23 20:01:29
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Barpharanges
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"Tri-Walker " Daemon Engine 120 points each
Type- Walker, Fast
Front armour-WS4-BS3- S4-A1-11-Side Armour-10-Rear Armour 10
Composition- 1-3 Tri Walkers
Weaponry- 1 Storm Bolter, Close Combat Weapon
All Tri-Walker may replace their Storm Bolters with one of the Following
Twin linked Heavy Bolter*
Plasma Cannon 20 points*
Multi Melta 20 points*
Missile Launcher 20 points*
Las Cannon 35 points*
Twin Linked Plasma Gun 15 points
Twin Linked Flamer 10 points
*If upgraded with a Heavy Weapon, Tri-Walker's lose the Fast Special rule
Special Rules
Daemonic Construct
A Tri Walker is a Daemonic Engine, constructed by the servants of Chaos, it houses a chained Daemon. Tri Walkers ignore Shaken and Stunned, but every turn the owning player must roll a d6 for each Tri-Walker unit on the field.
1-2: Seek: Select the nearest enemy unit, the Tri Walkers must move as close as they can towards it and charge-Ignore if Immobilized.
3-4: Locate: The Tri Walker acts normally
5-6: Annihilate: Must fire all weapons at the closet enemy unit
Fast attack for the Chaos Marines
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The biggest indicator someone is a loser is them complaining about 3d printers or piracy. |
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![[Post New]](/s/i/i.gif) 2012/04/23 22:54:57
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Grim Dark Angels Interrogator-Chaplain
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blood reaper wrote:"Tri-Walker " Daemon Engine 120 points each
Type- Walker, Fast
Front armour-WS4-BS3- S4-A1-11-Side Armour-10-Rear Armour 10
Composition- 1-3 Tri Walkers
Weaponry- 1 Storm Bolter, Close Combat Weapon
All Tri-Walker may replace their Storm Bolters with one of the Following
Twin linked Heavy Bolter*
Plasma Cannon 20 points*
Multi Melta 20 points*
Missile Launcher 20 points*
Las Cannon 35 points*
Twin Linked Plasma Gun 15 points
Twin Linked Flamer 10 points
*If upgraded with a Heavy Weapon, Tri-Walker's lose the Fast Special rule
Special Rules
Daemonic Construct
A Tri Walker is a Daemonic Engine, constructed by the servants of Chaos, it houses a chained Daemon. Tri Walkers ignore Shaken and Stunned, but every turn the owning player must roll a d6 for each Tri-Walker unit on the field.
1-2: Seek: Select the nearest enemy unit, the Tri Walkers must move as close as they can towards it and charge-Ignore if Immobilized.
3-4: Locate: The Tri Walker acts normally
5-6: Annihilate: Must fire all weapons at the closet enemy unit
Fast attack for the Chaos Marines
bloody brilliant, love it
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![[Post New]](/s/i/i.gif) 2012/04/24 16:23:37
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Barpharanges
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Thanks, the Chaos Fast Attack section is horrible except for the bikers, and the fact only 1 Daemon Engine is in the Codex is annoying, I may develop Marks for Each God.
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The biggest indicator someone is a loser is them complaining about 3d printers or piracy. |
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![[Post New]](/s/i/i.gif) 2012/04/24 16:26:06
Subject: Design your own War Machines (or vehicle upgrades)
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Fixture of Dakka
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How do you get a fast walker?
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BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant? |
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![[Post New]](/s/i/i.gif) 2012/04/24 16:29:01
Subject: Design your own War Machines (or vehicle upgrades)
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Barpharanges
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BlapBlapBlap wrote:How do you get a fast walker?
Can't you?
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The biggest indicator someone is a loser is them complaining about 3d printers or piracy. |
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![[Post New]](/s/i/i.gif) 2012/04/24 16:30:35
Subject: Design your own War Machines (or vehicle upgrades)
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Decrepit Dakkanaut
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No, you can't. The 'Fast' quality of a vehicle is not compatible with a Walker.
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This message was edited 3 times. Last update was at 2012/04/24 16:32:45
Mandorallen turned back toward the insolently sneering baron. 'My Lord,' The great knight said distantly, 'I find thy face apelike and thy form misshapen. Thy beard, moreover, is an offence against decency, resembling more closely the scabrous fur which doth decorate the hinder portion of a mongrel dog than a proper adornment for a human face. Is it possibly that thy mother, seized by some wild lechery, did dally at some time past with a randy goat?' - Mimbrate Knight Protector Mandorallen.
Excerpt from "Seeress of Kell", Book Five of The Malloreon series by David Eddings.
My deviantART Profile - Pay No Attention To The Man Behind The Madness
"You need not fear us, unless you are a dark heart, a vile one who preys on the innocent; I promise, you can’t hide forever in the empty darkness, for we will hunt you down like the animals you are, and pull you into the very bowels of hell." Iron - Within Temptation |
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![[Post New]](/s/i/i.gif) 2012/04/24 16:32:09
Subject: Design your own War Machines (or vehicle upgrades)
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Fixture of Dakka
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Well, they're both movement effecting. Walkers can only move 6" a turn, but fast allows you to fire more weapons on the move. It also allows flat out.
I'd just get confused
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BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant? |
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![[Post New]](/s/i/i.gif) 2012/04/24 16:59:43
Subject: Design your own War Machines (or vehicle upgrades)
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Grim Dark Angels Interrogator-Chaplain
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how bout just making it count as cavelry ?
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![[Post New]](/s/i/i.gif) 2012/04/24 17:06:57
Subject: Design your own War Machines (or vehicle upgrades)
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Fixture of Dakka
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Formosa wrote:how bout just making it count as cavelry ?
Because a massive hulking hunk of metal and flesh doesn't really seem at all like cavalry?
Make it an MC with a JP. Done and done.
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BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.
BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant? |
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![[Post New]](/s/i/i.gif) 2012/04/24 17:49:17
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Barpharanges
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"Tri-Walker " Daemon Engine 120 points each
Type- Monstrous Creature
WS4-BS3- S4-T5-W2-I5-A1-LD9-SV3+/5+
Composition- 1-3 Tri Walkers
War Gear- 1 Storm Bolter, Close Combat Weapon, Jump Pack
All Tri-Walker may replace their Storm Bolters with one of the Following
Twin linked Heavy Bolter*
Plasma Cannon 20 points*
Multi Melta 20 points*
Missile Launcher 20 points*
Las Cannon 35 points*
Twin Linked Plasma Gun 15 points
Twin Linked Flamer 10 points
*If upgraded with a Heavy Weapon, the Tri-Walker loses it's Jump Pack
Special Rules
Fearless
Daemonic Construct
A Tri Walker is a Daemonic Engine, constructed by the servants of Chaos, it houses a chained Daemon. All Tri Walker units must take a LD test at the start of every turn, if failed, roll a D6 and consult the following table for results.
1-2: Seek: Select the nearest enemy unit, the Tri Walkers must move as close as they can towards it and charge-Ignore if Immobilized.
3-4: Locate: The Tri Walker acts normally
5-6: Annihilate: Must fire all weapons at the closet enemy unit
I've remade the rules in the form of a MC.
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This message was edited 1 time. Last update was at 2012/04/24 17:51:26
The biggest indicator someone is a loser is them complaining about 3d printers or piracy. |
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![[Post New]](/s/i/i.gif) 2012/04/24 19:24:35
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Devastating Dark Reaper
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Webway stalker Points: 120 Front armour-13 side-12 Rear-10 Wargear: 2 twin linked shuriken catapults (may fire independently), spirit stones, portal projector Transport capacity: 12 models ( wraith guard counts as 2 models) Type: fast, skimmer Options: May upgrade each TW catapults to TW shuriken cannons for 10 points each May take any other vehicle upgrade in the eldar codex for the same price as a falcon would take them. Portal projector: Once per game instead of shooting the webway stalker's weapons it may open a webway portal up to 18" away in a 45 degree front arc (portals diameter 3") This portal then remains in play for the rest of the game. The portal counts as impassable terrain for movement and blocks line of sight. Any eldar infantry model (any eldar model with a toughness value including wraithlords) may enter from reserve from this portal and counts as moving 6" onto the board and may shoot accordingly/run and assault. the models have to be placed within 2" of the portal but may add their run distance to this. The webway stalker may also project a short term opening to allow it's cargo to disembark from the front of the vehicle as if they had moved 6" same as above units may not embark using the portal must embark at the rear hatch. Not sure on name any suggestions? Any comments or criticisms welcome Automatically Appended Next Post: It would count as a dedicated transport for any unit (not vehicles or wraithlord)
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This message was edited 2 times. Last update was at 2012/04/24 19:28:05
"The tactical power of the Dakair craftworld will destroy the imperium for selfishly exploiting the maiden worlds that so rightfully belong to us!" Yaralii azur Farseer of Dakair.
http://www.dakkadakka.com/dakkaforum/posts/list/446451.page My Eldar WIP blog!
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![[Post New]](/s/i/i.gif) 2012/04/24 19:34:21
Subject: Design your own War Machines (or vehicle upgrades)
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Fireknife Shas'el
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that souns a little undercosted if youask me maybe 140pts i mean it allows you to walk on a kick butt
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8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams |
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![[Post New]](/s/i/i.gif) 2012/04/24 20:15:53
Subject: Design your own War Machines (or vehicle upgrades)
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Devastating Dark Reaper
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i originally thought maybe 130
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"The tactical power of the Dakair craftworld will destroy the imperium for selfishly exploiting the maiden worlds that so rightfully belong to us!" Yaralii azur Farseer of Dakair.
http://www.dakkadakka.com/dakkaforum/posts/list/446451.page My Eldar WIP blog!
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![[Post New]](/s/i/i.gif) 2012/04/25 18:50:05
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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 Organ Gun, Multi Barrel Mortar Launcher
BS 3
AV: 12/1010
weapon:
Organ Gun: a Mortar launcher with upwards of 8 to 10 barrels packed into the rear bay of a Chimera, the extended range comes from additional propellant attached to the mortar rounds . It uses standard mortar rounds (like those of the HWT)
Can fire 5 rounds up to 48inchs, can also unload all 10 barrels at 36inchs but must spend the next turn reloading.
hull heavy bolter
Pinning barage: if hit by atleast 2 rounds a squad will be pinned on a 2 or less, if 4 rounds his then pinned on a 3 or less if all 5 hit the squad are auto pinned.
The Organ Gun is a feild modification of a damaged Griffon heavy mortar carrier when the mortar was damaged beyond repair and there was a surplus of standard mortars yet their crews were killed by ork storm boyz in the previous battle. After stripping the Heavy mortar from the Gryphon and mounting as many possible mortars in the rear bay the result was a 10 barreled mortar carrier. the nxt engagement had the new Organ gun sitting on a hill near the trenches that the Guardsmen were defending. As the orks charged the Organ gun unleashed all 10 mortar barrels at once carving a swath through the ork lines which allowed the guardsmen below to follow up a counter attack and kill all the greenskins as the Organ gun continued to fire bursts of mortar rounds into the enemy.
A ( HWT) Mortar by itself can at most harrass infantry and cannot damage armor very well if at all. the organ guns barrages allow the mortar to increase effectiveness (but the lack of armor killing power remains). THat and its short range (compared to other artillary) hinders it.
Points: 125
Hull gun change to: Heavy flamer free, Multi melta 10
Other IG upgrades.
always subject to change.
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/04/29 21:36:29
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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 "Church Grim" Hell Hound Varient
AV: 12/12/10
BS 3
Fast, Tank
Weapons:
"Black Sycthe" Flachette Cannon
Hull mounted Heavy bolter (or other options)
IG upgrades available
"Black Sycthe" Flachette Cannon: The Black Scythe is built with the express purpose of sweeping away foes infront of it in a hail of metal shardes and fire, The Flachette cannon fires shells packed to the brim with long blades the length of a traditional Powersword, when fired the blades are super heated by the explosive charge jettesing them form the barrel and on contact with the air turn black (due to a chemical coating that lets them cut through infantry armor) and a huge plume of blacken shards and fire explodes from the muzzle cutting through infantry and troops with the greatest of ease.
To fire. Place 2 flamer templates together into the rough shape of an elongated heart then put the thin ends at the barrel of the weapon then calculate hits.
Due to the Flachette Cannons nature. Against vehicales it hits at Strength 5 Ap 3 Against Infantry its Strength 7 AP 3
The Church Grim is a new addition to the Hellhound family equiped with the Black Sycthe Flachette Cannon. Origionally used as lethal crowd control the Church Grim is now employed ot great effect against swarming infantry. When the Black Sycthe fires a cloud of smoke and flames erupts from the short barreled gun with long black blades flying and spinning at extreame velocitys sycthing through the unlucky victims of the Church Grim. The Chemical coating on the cannons clades allow them increase armor penetrating capabilitys, allowing them to cut through even power armor with the greatest of ease with only Terminator armor being able to hold up to the blades. Against Vehicales the Black Sycthe is not very effective and is only able to destroy lightly armor machines like transports. During a campaign in the Duraxus campaign, a legion of Orks had charged into a hive city where a division of Church grims were defending. As the orks charged down the citys streets, the Grims entrenched in Alleys and other narrows points unleash their cannons all at once covering the main highway in a cloud of black smoke. The tanks soon moved into the cloud and began to cut through the orks even in the pitch black. The Guardsmen who saw the event from a distance outside the smoke thought it seems as if black ghosts were mowing down the Orks like grain in a field in a hail of blades.
The Church Grim is highly ineffective against tanks and can at most damage lighter machines like transports, scouts and possibly the rear armor of some machines, thicker armor woudl have to fall to its hull mounted weapon (such as a multi melta) if it can get close enough with beign destroyed. against infantry the Hellhound las longer range and the Banewolf has the Chemical cannons poison abilitys, but the Church Grim has a wide spread with the 2 side by side templates.
Points:
Standard 130
Heavy bolter to Multi Melta 15, heavy Flamer free
IG upgrades possible (Hunter killer, pintle weapons etc)
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/05/02 03:44:23
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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 Incinerator, Melta cannon Leman Russ
AV:14/13/11
BS 3
Lumbering Behemoth
Incinerator Melta Cannon: an uprated version of the Devil Dog Melta cannon the Incinerator is larger and more powerful. equiped with 2 modes that dictate the range and power of the weapon. The longer ranged but weaker mode that disperses the cannon energy over a wider area keeps the Melta cannons armor peircing abilitys but the energy is so dispersed it cannon affect tanks as well as its short range mode.
Short Range mode: 24" S9 AP 1 small blast
Longer range mode: 36" S5 AP 1 large blast
The Incinerator is a terror on the battlefield. often announcing its presence with a howl of its dreaded weapon, the Incinarator carries a larger version of the Devil Dog Melta Cannon and puts it to lethal effect. At longer ranges the tanks weapon glows and entire areas bake under its fire causing infantry to melt into slag but thicker armored machines can hold against the longer ranged blast of the Incinerator Melta Cannon but when the Incinerator closes the gap its shorter range mode kicks in and a searing beam tears through enemy armor, reducing it to broiling metal and twisted steel.
The Incinerator doesn't have the large blast of the Demolisher, leaving it removing singular targets (or close together infantry) at close range (mostly tanks and other armor) and at longer ranges its wider but lower strength blast can kill infantry but armor is not affected save armor 10 machines or glacing armor 11. Up close its strength 9 can severly damage tanks or infantry or anything else.
Points:185 base
Sponsons/upgrades etc all their normal prices.
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/05/05 03:53:36
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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 "Switchblade" Attack Helicopter
BS 3
AV 12/11/10
Fast, Skimmer, Scout
Fast Attack.
Commisarant Aircraft (Commisar Gunner): The 2 seater variant of the Switch blade (painted jet black) has a commisar as gunner and anyone who attempts to flee is mercilessly guned down from the air. The effect is similar as if a commisar was in the squad that has failed its leadership test, if a switch blade is within 24 inchs of the squad that has lost its leadership test. If a Squad is fleeing and comes into range of the effect, the switchblade opens fire upon the squad (in effect doing what a commisar does) killing the highest ranked unit stopping them from fleeing for fear of the helicopters wrath turning them around.
Weapons:
Chin turret: Twin linked heavy bolters or TL Auto Cannon
Wing pylons:
Standard: Rocket pods
weapons:
Primary rack/gun pods (come in pairs)
Hellstrike/Hellfury Rack (4 missiles per rack cannot mix)
TL Auto Cannon Gun pods
Las Cannon gun pods
Multi Melta Gun pods
Twin linked heavy bolter Gun pods
2 twin linked Heavy stubber pods
Rocket pods.
Wing tip weapons: (pairs)
Twin linked heavy stubbers
Hunter killer missiles
Hellstrike/Hellfury missiles
"Laser Designator": allows reroll scatter for missiles. ex: hellstrikes on the have a chance to reroll scatter with a designators on the wing tips.
The Switchblade is a vicious dual rotor attack chopper loaded with weapons to strike at vulnerable targets or hunt down survivors of an IG assault. Appearing on scene in a whilrwind of high explosive rockets and high velocity lead the Switch blade is a sight to behold as it rakes its chin gun from left to right and fires volley after volley of its pylon mounted weapons.
When hunting for scattered survivors after an attack it hovers along like a preadator hunting for its prey. When given a tandem seating arrangement and a jet black paint job the aircraft comes under the control of a Commisar who mans the gunner station. When any deserters attempt to flee. they are cut down from above by the wrathful helicopter, those who survive the commisar commanded Switchblade immediatly turn around to fight the enemy instead of the continued fury of the attack helicopter hovering above!
The Switch blade is not as heavily armored and its anti tank firepower isn't as great as a Venddetta (a Switch blade can have 2 las cannons in gun pods with an auto cannon turret and 2 hunter killers, a Venddetta has 3 TL las cannons) even with hellstrike and hunter killer missiles. Infantry wise. when loaded up it can spit lead like no tommorow.
Points: Standard layout ( TL heavy bolter chin gun, Rocket pods) 130,
Chin gun to TL Auto Cannon: 10
Pylons: Switch rocket pods to....
Hellstrike Racks: 20
Hellfury Racks: 10
Tl Auto Cannon Pods: 10
Las Cannon Pods: 25
TL Heavy Bolter Pods: 10
TL 2 Heavy Stubbers: 5
Multi Melta Pods: 30
Add wingtip weapons:
Hunter killers x 2: 15
Laser Designator: 5
TL heavy stubbers: 5
Hellstrike Missile: 10
Hellfury Missile: 5
Commisar Gunner: 10
I may need to shake the points around.
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/05/05 08:15:07
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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PARIAH TANK - 125 points
The Pariah Tank is a Heavy Support choice for an Imperial Guard army.
Pariah Tank -- 125 points
Pariah Tank | BS 3 | FA 13 | SA 12 | RA 11
Composition:
• 1 Pariah Tank
Unit Type:
• Vehicle (Tank)
Wargear:
• Turret mounted Pariah battle cannon
• Target painter
• Smoke launchers
OPTIONS:
• May take any of the following:
- Searchlight +1 point
- Up to two pintle mounted heavy stubber/storm bolter +10 points each
- Dozer blades +10 points
- Hunter-killer missile +10 points
- Extra armour +15 points
- Camo netting +20 points
Pariah Battle Cannon
A modified version of the ubiquitous battle cannon used on the Leman Russ battle tanks, the Pariah battle cannon sacrifices blasting strength for an increased hitting power and range.
Pariah Battle Cannon | Range 120” | Strength 9 | AP 3 | Ordnance 1, Small Blast
Target Painter
A sophisticated targeting and data relaying system, the target painter can lock on an enemy unit and gther extensive ammount of data about it. With the powerful communications support arrays, this data can be then shared with other units on the battlefield, greatly enhancing their combat effectiveness.
The target painter can be used in the Pariah tank's own shooting phase instead of firing any weapons. The target painter counts as a shooting attack in all respects, but it does no damage. Instead, any enemy unit hit by the target painter is marked 8place a suitable marker next to it) for the remainder of that Shooting phase. Any unit that fires its weapons at the marked unit counts all its weapons as twin-linked and ignores any special rule and wargear that needs a roll for spotting distance (like Night Fight or Tau Stealth Suits).
Pariah tank good to go!
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This message was edited 1 time. Last update was at 2012/05/05 08:23:21
My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2012/05/06 05:38:32
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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Transport mentioned in a few books.
 6 Ton, Utility Vehicale (6 Ton, Truck)
AV:10/10/10
BS 3
Fast, Transport, Tow vehicale (can move enplacments), Heavy Frame
"Heavy Frame": when ramming, rams by the 6 tonner hit like an armor 13 vehicale
Can transport 30 models (Human models not Space marines).
Weapons:
single pintle mounted Heavy Stubber above the cab passenger seat.
15 Troops can fire their weapons from the rear.
1 HWT (count as 2) can fire their weapon from the truck bed.
The extreamly common 6 Ton Truck (and the machines related to them in duty) is usually seen in the rear areas of guard engagments. moving men and material around to where they are needed most until a proper combat transport can take them into battle. If pushed. the 6 Tonner can be used as an emergency battle transport bringing men around where needed even in the heat of battle at great speed. The 6 ton machine is built strong and when pushed it can ram into targets and damage or destroy them with such force a lesser vehicale would be obliderated should it attempt the same stunt. the 6 Tonner is only armed with a Heavy Stubber for self defense but the brave souls in its cargo bed can fire their weapons from the rear.
Fast, Heavy, and able to transport a large number of troops the 6 Tonner is built for moving troops up from rear positions and when presed is a large capacity transport with thin armor and little firepower. Best used in large apoc battles when troops in the rear need to be moved forwards to better spots.
Points: 40
give Dozer blade: 5
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/05/08 20:47:35
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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 Siege Assault Leman Russ Modification
Points: 120 (added to the LR points)
increases armor to
AV:14/14/11
adds second main turret weapon. ex: Duel Battle Cannons, or Duel Punisher cannons etc.
Hull mounted weapon can be either twin linked heavy bolter or Las cannon
If applied to a Demolisher, Erradicator or Exterminator the second main weapon is placed in the hull. ex: Demolisher cannon in the turret and inplace of the lascannon another
Demolisher cannon, same with the nova cannon or executioner cannon
Sponson weapons can now include Autocannons or TL heavy bolters. (along with the standard Heavy flamer, multi melta and plasma cannon)
The Siege Assault Modification is a rare modification to the Leman Russ chassis where a second set of tracks are added and the turret ring expanded for a turret that can mount twin battle cannons, a larger engine is also added to compensate for the increased load along with other parts. Whenfully loaded the Siege Assault Leman Russ can smash its way through the enemy like a minature Baneblade, crushing them with its weight in firepower. With the increased capacity other extra weapons are mounted upon the tank including auto cannons in the sponsons or Twin linked heavy bolters.
It may have increased firepower and armor but its lack of Structure points and cost preventing it from taking over real Super Heavy tanks jobs, but if you can afford it. its a force to be reckoned with!
Points: 120 added to the Leman Russ of your choice.
Auto Cannon sponsons: 10
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Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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![[Post New]](/s/i/i.gif) 2012/05/08 22:34:37
Subject: Design your own War Machines (or vehicle upgrades)
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Grim Dark Angels Interrogator-Chaplain
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Land raider Aries (for 40k)
land raider stats 250pts
demolisher cannon, twin linked heavy flamer turret, extra armour, no transport cap, PoTmS
may take sponsons (1 each side) for aditional cost
Multi meltas 25pts
Heavy flamers 15pts
Hurricane bolters 25pts
May take a pintle mounted
Heavy bolter 15pts
storm bolter 10pts
multimelta 20pts
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![[Post New]](/s/i/i.gif) 2012/05/09 05:38:40
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Fresh-Faced New User
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The heart of Gold 500p
The improbability that the heart of gold was to appear in the 40k universe is 400.000.000 to the 490th power
1x S9 ap- heavy 4 Kill-o-Zap blaster pistol's fired by the crew
Armour value 13 13 11
Power shields
13 13 13
if the shield suffers 4 glancing or 1 penetrating the shield dissipates
The infinite improbability drive
The Infinite Improbability Drive is a faster-than-light drive. The most prominent usage of the drive is in the starship Heart of Gold. It is based on a particular perception of quantum theory: a subatomic particle is most likely to be in a particular place, such as near the nucleus of an atom, but there is also a small probability of it being found very far from its point of origin (for example close to a distant star). Thus, a body could travel from place to place without passing through the intervening space (or hyperspace, for that matter), if you had sufficient control of probability. According to the Guide, in this way the drive "passes through every conceivable point in every conceivable universe almost simultaneously," meaning the traveller is "never sure where they'll end up or even what species they'll be when they get there" and therefore it's important to dress accordingly.
2d6 and combine the sum of the 2 dices
2- The ship scatters 3d6 " and EVERY model in a 12" radius of where the heart of gold ends up must take a toughness test or else be transformed into a green wobbly substance.
3- The ship disappears and a vortex appears where the Heart of gold once were, the hole scatters 2d6" each turn. every model in base contact takes a strength test or swallowed by it.
4- The heart of gold disappears.
5- Nothing happens, the Infinite improbability drive was not calculated correctly.
6- Nothing happens, the Infinite improbability drive was not calculated correctly.
7- The planet turns into a sea of The Pan Galactic Gargle Blaster EVERY model deployed model takes a leadership taste, if failed the models have to take a pinning test each round.
8- Nothing happens, the Infinite improbability drive was not calculated correctly.
9- The Heart of gold throws the crew out, leaving them on the ground. The heart of gold is stunned for the duration of the game.
10-The heart of gold gains movement 14" for that turn.
11-Nothing happens, the Infinite improbability drive was not calculated correctly
12-The heart of gold rams the closest enemy unit, destroying it utterly
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There is no spoon
The Cavalrymen 3000p BT
The Corpus vitorium ig 8000p IG
The warhost of Brak 4000p WoC |
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![[Post New]](/s/i/i.gif) 2012/05/11 03:55:28
Subject: Re:Design your own War Machines (or vehicle upgrades)
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Pyromaniac Hellhound Pilot
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Tank mods!!
Built for the Leman Russ, Chimeras etc.
 Heavy Vehicular Landing Jets
Giant Jet engines welded to the Sides of the Vehicale allow it to Deep Strike.
(If you have seen how the IG build structures in Dawn of War 1 then you will have an idea of how they work. only they stay welded on the tank instead of fall off after landing)
When Applied to a Leman Russ, side sponsons cannot be taken as the Jets would be in the way of the sponsons.
When deep striking, and landing in a clear area (usually no problems) roll a D6.
1 means the vehicales jets don't work properly or something goes wrong and the vehicale pluments and smashes into the ground leaving a crater and roll for vehicale explosion (normal vehicale explosion rules damage wise), chimeras who fail this do not have their troops survive the impact!
2 means the vehicale didn't slow down enough for a safe landing and lands hard. take a dangerus terrain check and on a 3 or less the vehicale is immobilized by the impact shattering the suspension/drive systems.
3-4 normal landing, no problems but cannot move after landing and can only fire its main weapon.
5, Good Landing. Vehicale touches down and can move after landing but can onyl fire in the same manner as if it had moved the previous turn
6 Perfect Landing. Vehicale touches down and rolls away without a single issue and can fire as if it stood still for a turn.
Other Deep Strike problems (like roll over terrain or something) roll normal mishap table.
Points: 55
 Armored Amphibious Modification
Allows units who do not have the Amphibious ability to gain it through attachment of large pontoons and propellers or other modifications that would allow them to swim.
The unit treats Water like normal terrain and doesn't require a terrain test. (identical to Chimera Amphibious ability)
Leman Russ Tanks must remove sponsons to allow the fitting of the Amphibious modifications.
"Rocking the Tank": Should a Tank be crossing water terrain with the modification and fires an ordinance weapon, the recoil has a chance to capsize the vehicale due to the incredibly force exertend on the amphibious system which balences in the water, tank not being built to swim specifically can only barly swim and are very prone to sinking due to a sudden force (like cannon fire or a strong current)
Take a Dangorus terrain check when you fire an ordinace weapon. 1 means the tank sinks and is lost! you can't save the roll via dozer blade.
(i mean would a dozer blade really stop you from sinking?)
All other weapons (such as Heavy weapons like the hull mounted gun or Heavy weapons like Exterminator auto cannons, or punisher cannon do not cause "Rocking the Tank" effect).
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This message was edited 1 time. Last update was at 2012/05/11 05:31:00
Regiment: 91st Schrott Experimental Regiment
Regiment Planet: Schrott
Specialization: Salvaged, Heavily Modified, and/or Experimental Mechanized Units.
"SIR! Are you sure this will work!?"
"I HAVE NO IDEA, PULL THE TRIGGER!!!" 91st comms chatter. |
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