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Made in us
Rough Rider with Boomstick




Gunblaze West

If there was a new unit for IG what would you want it to be?

No spees mahreen clones...... I know dakka too well to fall for that

This message was edited 1 time. Last update was at 2012/10/21 00:28:23


 Kilkrazy wrote:
We moderators often make unwise decisions on Friday afternoons.
 kestril wrote:
Page 1: New guard topic
Page 2: FW debate
Page 3: Ailaros and Peregrine fight. TO THE DEATH
I swear I think those two have a hate-crush on each other sometimes.
 
   
Made in gb
Junior Officer with Laspistol




Perth/Glasgow

Guard bike squads, failing that bring the thunderbolt into the main codex

Currently debating whether to study for my exams or paint some Deathwing 
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

An air superiority fighter, or maybe even a bomber type flyer would be interesting. However, i would like to see something like a light transport, not too dissimilar from an ork trukk, maybe just a truck, or even cooler, something like the tauros, which would lead to a venom spam type thing probably.

Another thing that would be interesting would be skitari, allowing for us to have the option of making a mechanicus army (squee!). I would imagine it would be an elite option, probably like stormtroopers or vets with feel no pain, slow and purposeful, and heavy weapon options like plasma cannons or multimeltas.

17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

I'd like the Thunderbolt in there just so I could get a plastic kit of one. I freakin love that plane.

I'd like the option to take Chemdogs or Warrior Weapon guardsmen, as in the last codex. Maybe not as sucky as in the last codex, but I'd like the option! All in all I would rather get some better rules for existing units or more options overall over new units.

Check out my Youtube channel!
 
   
Made in us
Tunneling Trygon





Bradley Beach, NJ

A heavy transport with a capacity of 25-35
Perhaps a large flyer or something reminiscent of the FW Gorgon with an assault ramp and such. Something to move entire platoons into forward assault positions. Perhaps with a light, fast (tl?) artillery weapon just so that it is a stand-alone siege vehicle

Hive Fleet Aquarius 2-1-0


http://www.dakkadakka.com/dakkaforum/posts/list/527774.page 
   
Made in us
Knight of the Inner Circle






I would like to see...
Skitarri and the light transport as stated above..
But also:
[Thumb - segway-rough-riders-imperial-guard-warhammer-40k-segway-roug-demotivational-poster-1255553637.jpg]


6000 points
4000 points
Empire 5500 Points

 
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

Like to see the Salamander be brought back to the IG motor pool. Just like a chimera, but, open topped and fast able to be equiped with auto cannon. After that, I would like to see the vulture be put into the normal codex.

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Infiltrating Hawwa'





Through the looking glass

Thumpers
Guardsmen stats
Riot shield and stun rod
Counts as two hand weapons
Riot shield is 5++ in CC, 6++ outside of it
Stun rod has concussion
Option for Smoke bombs that work like Smoke Launchers
6 pts a model
Sergeant gets a shotgun standard, or can switch to Rod n Shield
20 Models in a squad
Up to 6 models can replace rod and shield for grenade launcher

This message was edited 2 times. Last update was at 2012/10/21 01:45:22


“Sometimes I can hear my bones straining under the weight of all the lives I'm not living.”

― Jonathan Safran Foer 
   
Made in us
Member of the Ethereal Council






Flying cavalry, with melta guns.

5000pts 6000pts 3000pts
 
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

 Necroshea wrote:
Thumpers
Guardsmen stats
Riot shield and stun rod
Counts as two hand weapons
Riot shield is 5++ in CC, 6++ outside of it
Stun rod has concussion
Option for Smoke bombs that work like Smoke Launchers
6 pts a model
Sergeant gets a shotgun standard, or can switch to Rod n Shield
20 Models in a squad
Up to 6 models can replace rod and shield for grenade launcher


That sounds like something from Adeptus Arbites, maybe shock troops or execution squads, very nice stat line btw, although with a starting 6++ id say 7-8 points might be more reasonable, esp if they are going to logically have something along the lines of carapace armor (it fits the theme)

17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"

-Imperial Guard Uplifting Primer 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Plastic kits for anything in Imperial Armor Aeronautica, really; special emphasis on Sabers, Thunderbolts, and Vultures.

Especially Vultures.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

I have many...
Spoiler:
The "Pillar", Urban Assault Platform
Imperial Guard
AV: 14/14/11
BS 3

Armament:
4 turrets each with a "Heavy Assault Grenade Launcher"
Hull mounted Nova Cannon, can be upgraded to Demolisher cannon.
The normal Guard upgrades (stubber, hunter killer etc).
Can be upgraded to also have a center turret with a Heavy Mortar

Lumbering Behemoth

"Heavy Assault Grenade Launcher"
Frag: S6 AP 4 4 small blasts.
Krak: S7 AP 3, 2 Heavy
Range: 24

the "Pillar" can transport 12 models under heavy armor but they must deploy out its rear only and cannot fire out while onboard

The "Pillar" Urban Assault Platform is the Imperial Gaurds answer to problems when dealing with Urban areas and not wanting to flatten the entire place with another larger weapon system whether there is an objective in the area or other reason.
The Pillar is capable of wading into the thickest fire and with its 4 turrets wielding Heavy Assault Grenade Launchers mounted on 4 points on the vehicles top hull systematically wipe out any entreched attackers in a 360 degree arc , then to deploy troops to take the ground that the Pillar has cleared. Bunkers are not a problem for the Pillar either as it can stroll up to the defense point and remove it with a shot from its Hull mounted Nova Cannon, and any survivors of the Pillar's wrath can be mopped up by the Infantry the Pillar transports.

The Pillars weaknesses would be that its built like a Riot Shield and that all the armor is on the Front and sides with the rear being vulnerable, and it doesn't have any serious anti tank weapons either. Plus its weapons are close ranged, as in an urban combat zone the enemy is practically in spiting distance, the addition of sponsons can negate longer ranged infantry if slightly but long range anti armor weapons can disable the Pillar should they crack its thick armor.


Points:
Base: 220 (Nova cannon with the 4 Heavy Assault Grenade Launchers)

Swap Nova Cannon for Demolisher Cannon: 30
Addition of Center Turret with a Heavy Mortar: 50
All gear used by IG vehicles is possible (like Stubbers, Hunter killers, additional armor etc)

Its about the same size as a Land Raider.


Spoiler:
The "Pit Viper" Light Tank
Imperial Guard

AV: 12/10/10
BS 3

Armament:
1 turret mounted Battle Cannon and hull mounted Heavy Bolter

Scout
Over Charged Engines

The Pit Viper was built to out manuvere enemy forces and strike at their vulnerable flanks and rear with the firepower of a battle cannon yet could run circles around a heavier battle tank.
Often the Pit Viper would out flank the enemy forces and gun towards important targets like leaders or enemy armor and fire upon their weak rear armor or other Strategic targets. When not used to strike the enemys rear its used as a support gun with the infantry until heavier armor like a proper Leman Russ can arrive.

Its weaknesses are its reletivly thin armor and lack of firepower (compared to a Leman Russ)

Points:
base:130 (battle cannon and a heavy bolter)

Battle Cannon to Vanquisher Cannon 10
Battle Cannon to Twin Linked Las Cannons 10
Heavy Bolter to: Heavy Flamer free, multi melta 15

Chimera sized. Fast Attack


Spoiler:
The Super Heavy version of the Pillar, Urban Assault Platform

The Goliath, Super Heavy Urban Assault Platform

Armor: 14/14/12
BS 3
Structure Points: 5
Void Shields: None

Can Transport 30 Infantry

Weapons:
Hull mounted Stormsword Cannon. (Or Hellhammer Seige Gun, whatever its called)
6 turrets (3 per side) each with a Heavy Assault Grenade Launcher (See Pillar)
2 center line turrets, one facing fore and the other Aft, can be armed with Duel Heavy Mortars
Can remove Center Duel Mortar Turrets and a pair of grenade launcer turrets to allow for increased Troop Transport (up to 45) , give 4 heavy Stubbers and allow 25 units to fire from the tank.
4 side Hull mounted Heavy bolters (2 per side)


Lumbering Behemoth

The Goliath is a rolling fortress and has enough onboard weapons to end a rebellion single handed. In heavily urban environs or those with large amounts of cover with the enemy heavily entrenched within them the Goliath is capable of wading into the middle of the fire to remove the enemy presence with its vast amounts of firepower or to take and hold a location with the Infantry it can transport. Enemy defensive positions and fortifications are a nuisace to the Goliath, rolling up to them and firing its hull mounted Stormsword cannon and side Heavy grenade launcher turrets flattening them into dust, following up with the deployment of its cargo of soldiers to take the position. Another Varient of the Goliath has the top Duel heavy Mortar turrets removed and replaced with a bunker like super structure to increase transport capacity and allow for troops onboard to fire from the machine with their weapons.

The main weaknesses of the Goliath are long ranged Anti Armor weapons, or if a heavy armored tank can get to the rear or flanks of the Goliath where the Stormsword cannon cannot hit hit them. At the same time, besides the StormSword cannon built into the front and the Grenade launchers (which can only damage lightly armored machines or the rear armor of others) at the same time all the weapons are short ranged for urban combat (including the Stormsword cannon), the longest range weapons onboard the machien are the duel Heavy Mortar turrets but those at most would ward off anti tank infantry like Lascannon teams, Enemy Tanks could wistand the mortar fire and Grenade Launchers to deliver a blow to the Goliath.

Points: 550
Remove Mortar Turrets and a pair of Grenade Launcher turret for increased transport capacity to 45 and allow 25 troops to fire out: 50
Imperial Guard Vehicale upgrades (Stubber/Hunter Killer/ Storm Bolter) all their respective points cost.
Exchange side hull Heavy Bolters to Heavy Flamers, Free

Its more expensive then a proper Stormsword but its anti infantry firepower is immense (plus the transport capacity), but a Stormsword can handle tanks much better with its Lascannons and the ability to possibly have 4 of them.



Spoiler:
Condor, Heavy Air Transport

IG

BS 3
AV: 12/12/11
Structure points: 2

Transport:
100 infantry models (2 full platoons)
Or 3 Chimeras and their cargo of infantry (or 3 chimera sized units, such as hell hounds or the Pit Viper)
Or 3 Leman Russes
Or a mix of vehicles. ex: 1 LRBT, a Chimera and a Hellhound.
or 2 Pillar Urban Assault Platforms and their cargo
Or 9 Sentinals
Or carry 2 Malcador Tanks (any varients)
Remove armor to 10/10/10 and all weapons bar the chin mounted duel auto cannon and can transport a single Baneblade (or one of its varients), or a Crassus (or one of its varients), or 2 Macharius Super heavy Tanks.

Cannot carry a Goliath/ Titan of any kind or Gorgon.

Weapons:
1 Chin mounted Duel Auto Cannon (360 view)
4 door mounted Heavy Bolters
Rear door mounted Auto Cannon
Wing mounted turrets with dual Auto Cannons with AA mount
Wing pylons with 2 Hellstrike MIssles each (4 total)
No Bombs.

Aircraft upgrades possible.

The Condor is the Imperial Guards answer to the Thunderhawk of the Astartes and the big brother to the Sky Talon Valkarie. No where near as heavily armed or armored as a Thunderhawk but can carry troops and equipment into battle just as quickly if not faster then a Thunderhawk, dropping troops into contested areas along with their equipment and can even drop full sized tanks such as the Leman Russ or a large contingent of Sentinals. When stripped down with the removal of alot of the armor and all the weapons bar its chin gun the Condor can heft a vehicle the size of a Baneblade or 2 Macharius Super Heavy tanks, but the removal of the armor plate brings dangers as the enemy, as soon as seeing a Super heavy tank being hauled in their direction at speed, will direct all fire to prevent such a machine from entering combat, a Gorgon, Titan of any kind or Goliath (see above creation) are much to heavy for even a stripped down Condor and must be hauled by a bulk freighter or drive to their deployment zone.

IT doesn't have the overwhelming firepower of a Thunderhawk nor the armor, but its ability to move troops and equipment is unmatched and a wing of Condors can unload legions of Men and Machines on the enemys flanks to crush the enemys of Man.

Points:400
Aircraft upgrades avalable.
remove armor and weapons to carry Super Heavys. Free.

The Cargo it carries will take up alot of points.
400 point Condor + a 400 point Baneblade is 800 points and the possibility to loose that from AA fire is present.


Spoiler:
The Emporers Hammer, Land Battle Ship

Giantic tank (more a land ship hence the name) with titan grade guns (and more). dwarfs a Reaver titan and its main turret stands about shoulder high of a Warlord. it is as long as a Capitolis IMperalis.

AV:14/14/13
Structure Points: 10
Void Sheilds: 6

Weapons:
Dual Vengence Cannons (Emporer Class titan weapon) in the primary Turret.
Plasma Annialator (Emporer Class weapon) in the front Hull, limited fire arc
Upper Front hull: 2 Volcano cannons (seperate turrets),
Lower front hull, 2 vulcan mega bolter turrets.
Broadsides: 6 Battle Cannons, 6 Twin Linked heavy bolter turrets, 6 twin linked Lascannon turrets, 3 limited transverse Baneblade batlte cannons.
Rear: 2 turrets with duel Turbo laser turrets. and a pair of heavy bolter turrets.
Upper deck: 4 turrets with Earth Shaker cannons, pair of Hydra Turrets, Death Strike Vortex missle Launcher (6 missles)
attached to rear turret are 2 Hydra Turrets.

weapon upgrades like a hunter killer missle or stubbers would be utterly redundant, but useable.

The Emporers Hammer is the battleship of tracked vehicles. the Capitolis Imperialis is larger but the Hammer has enough weapons to make an Emporer Titan cringe and run.
The Emporers Hammer rolls into battle spitting thousands of tons of ordinance into the enemy, Titans fall before it, armys run or die, and citys crumble to dust. Only a proper Emporer titan has more firepower if only by a small margin. Meters of ferro steel and adamantium protect the behmoth machine, along side several void sheilds, as if the tonnage of ordinace it carries was enough of a deterrent of attack. The only known weakness would be a melee attack by a Titan but as few titans can "sneak up" on the Hammer without being detected by its escort or its extensive senory arrays, other then a massive concerted attack by other Titans or a huge army (not including bombardment by space craft).


Points: 4000



Spoiler:
Sky Hammer, Heavy Support aircraft

AV: 12/12/11
bs 3
SP: 2


Armament:
Chin mounted twin linked Autocannon with AA mount

Broadside:(port)
2 Punisher Cannons
2 "Thumper" Cannons
2 Earth Shaker Cannons

Tail: Dual Auto cannons with AA mount

"Thumper Cannon"
S 7 AP 3 , 5 small blasts

The Sky Hammer is a flying gun battery, loitering outside a combat zone until needed. When called upon the Sky Hammer leans to its port side and unleashes its array of weapons on the targets below. Infantry are evaporated by its punisher cannons with tracer fire akin to a lightning bolt from the sky, its unquie "Thumper Cannons" pound light armor or heavy troops to dust with a distinct thumping sound (hence its name) as they let off a 5 round burst from both guns. Heavy armor or structures, the Sky Hammer fires its dual Earth shaker cannons, the firing of which jolts the aircrafts tail about 5 feet to the right and the mighty BOOM of the earth shakers form above is akin to the wrath of the gods. Enemy aircraft are warded off by its tail guns and any survivors of the Sky Hammers wrath are picked off with the chin auto cannons, which the turret is slaved to the pilots head movment through a complicated control scheme attched to his helmet, in short whatever the pilot gazes upon and with the pull of the trigger dies to the merciless fire of the chin mounted auto cannon.

The only weakness of the Sky Hammer is all the main weapons point out of its port (left) side and the aircraft must do a counter clockwise circle above a target. It cannon retaliate against attacks to its starboard (right) side with its main guns, only the tail and chin gun can aim to the right to defend the aircraft. The guns can be swapped to the right side but then it only switches the side the aircraft is weak on. All beside the fact that a flying gun platform is a major target for the enemys aggresion due to the threat of its array of weapons.

Points: 450
Swap main guns to opposite side: free
All aircraft upgrades possible
Exchange both punisher cannons for Vulcan Mega Bolter: 30
Exchange Earth shakers for single Medusa Cannon: 20
Add bombs (4): 50
Add Hellstrike missles (4): 50

Inspired by the C-130 Spectre Gunship.


Spoiler:
The LongBow Assault Gun

AV: 13/11/10

BS 3.
Lock Down mode BS 5 (only for the main gun)

Weapons:
Earth Shaker Cannon or Medusa Cannon
Hull mounted Heavy Bolter/Heavy Flamer/ Multi Melta
Stubber, Hunter killer etc.

"Lock Down Mode": The LongBow deploys several stabalizers and engages its increadibly accurate optics system allowing the crew to hit targets with surgical presision with the main gun. When deployed in Lock Down Mode the vehicle CANNOT MOVE and must declare lock down mode during the movement phase and the gun has an arc of 90 degrees frontally. Lock Down Mode does not affect any other weapon onboard the machine but the main gun. (it can turn in place then engage Lock Down, but cannot move forward/Backwards then turn and engage lock down)

The LongBow is the Surgical Scapel amoung the Imperial Guards armor (which is a rare thing) and is slowly phasing out the hard to produce Laser Destroyer Tank Hunter. The LongBow will sit in a rear position in Lockdown mode and with its crew using its advanced optics system to hit and kill armored targets at extreame range with the main gun. The gun wielded by the LongBow is the Earth Shaker cannon usually seen on Basilisk artillary pieces but is restricted from firing at over the horizon targets. As a Assault gun it can ambush enemy armor at extreame range and hit them again and again with incredible accuracy.


Up close its very weak and unable to defend itself as much as a full Leman Russ could, and it cannot fire at unseen targets like a Basilisk or other artillary. Up close it has a heavy bolter for defense along side the possibility of a Stubber or Storm Bolter. In Lock down Mode its main gun becomes increadibly accurate at the cost of being unable to move at all (it can turn inplace then engage Lock Down but it can't move forward/backward then deploy) so it is often set up in a firing lane before hand to allow Lock Down to be used to full effect.


Points: 150
Switch Earth Shaker to Medusa Cannon: 10
Heavy bolter to Multi Melta: 5
Heavy bolter to Heavy flamer: free
Stubber, Hunter killer etc: their normal points cost.


Lock Down may need further tinkering.


Spoiler:
Mantis, Ambush Tank

AV:11/11/10
BS 3

Weapons:
Turret mounted: Twin Linked Heavy Bolters/Las Cannon/ "Demo Launcher"
with hull mounted Heavy Stubber

Standard mounting: Heavy Bolters with Stubber in the hull.

"Demo Launcher" a Small Cannon that uses compressed air to launch a impact detonated Demo Charge twice as far as a human can throw (if the cannon was too forceful the trigger could be set off), the Mantis is very cramped allowing only 5 charges to be carried safely. range 12 inchs

Infiltrate
Camo Netting, (standard)
Fast


The Mantis, Ambush tank is tiny compared to other tanks (crewed by only 2 men, the Driver and the Commander who does every other job,) and incredibly quiet which is a rarity in the armored world, and expecially the imperial guard. The Mantis is able to drive into a warzone ahead of the main advance and wait until the enemy approaches, then it fires upon the most critical targets with its weapons. Its signature weapon is a "Demo Launcher" which in essence is a mortar that uses compressed air (stored in tanks oboard and with an air compressor can replenish in the field but its not recommended as the compresor is noisy) to launch Demo Charges a good distance (twice that of the adverage human) into the enemy to obliderate them. Its also able to fit a pair of Twin Linked Heavy Bolters or Single Lascannon into the Mantis for anti infantry or anti armor work. the Survival rate of the Mantis is low and often considered a suicide mission. but there is never a shortage of "volunteers", but those who survive more then 2 missions are hailed as mechanized assassins and venerated for it.

Vulnerabilitys of the Mantis are blatantly apparent. Its job puts in directly in the middle of the enemy and once its presence is found the enemy will waste no effort to remove it, and its armor is thin to allow it to be stealthy but when the enemy turns its guns upon the mantis it will quickly buckle under fire. Its Demo Launcher, while powerful, can only launch 5 rounds then its left with only its hull mounted Heavy stubber, and is unable to attached a Pintle mounted weapon as the Command is already too busy operating the main weapon!

Points; 100 (base)
Change main weapon: To Las Cannon (15), to Demo Launcher (10)
All IG vehicale upgrades possible. bar the Pintle Mounted Weapons.

Its as wide as a sentinal base and slightly longer (about 1 and a half cm longer)


resembles this tank.
As always, everything is subject


Spoiler:
Hail Storm, Super Heavy Artillary

Baneblade hull
BS 3
AV: 14/13/12
SP: 3

6 barreled Rotary Earth Shaker, known as the Cataclysm Cannon System.
a gigantic 6 barreled cannon that can launch a unrelenting barrage of earth shaker shells to obliderate targets. concentrated fire from even 1 Hail Storm can reduce a sizable fortress to dust THe only issue is the cannon is extreamly complicated and cannot always fire a full salvo but it always manages to fire at least 2 shells, but when all goes right it can fire almost indeffinatly until it runs out of ammo (as the crews can't keep up with the ammo hungry monster of a cannon)
Earth shaker stats per shell.
Roll a D6 when firing the Cataclysm Cannon.
1-2: fires 2 shells
3-4: fires 4 shells
5 "Full rotation: fires 6 shells
6 "Unrelenting Bombardment": fires 6 shells but roll another D6 and add the additional shells, if roll another 6 add 6 more shells and repeat with another D6 and add those shells. if another 6 is rolled add 6 more shells ( total 18 Earth Shaker Shells templates) and do not continue the crew cannot keep up with the cannon and the system stops when it runs out of shells, it cannot fire next turn as the crew reloads the entire system.

note: each seperate shell scatters sepratly full distance 2d6 (unless a hit is rolled). even if the initial target is obbliderated by the the first few shells the remaining shells still land and scatter.
ex: 6 shells are fired at a pack of chaos marines and the first 2 shells annialate the whole group. but the remaining 3 still land around where the squad once stood but have the possiblity to scatter onto other units (a matter of chance but still possible)

cannot fire directly.

Other weaons:
The Hail Storm usually does not equip sponsons (due to the weight) but for 50 points a single set can be applied and for a further 100 additional sponsons can be attached. (standard Baneblade sponsons)
Front hull mounted twin linked Heavy bolters
Hunter Killer, Stubber etc possible.

The HailStorm is a new varient of a Baneblade that carries the collosal Cataclysm Cannon. a 6 barreled rotary artillary peice that fires Earth Shaker shells in rapid sucession. the Cannon is extreamly complex and ammo hungry, often preventing it from firing more then 6 shells, but should everything work (see above) it can rain a hail of shells upon the enemy like no other machine ever could dream, in these moments the cannon could thoeretically continue to fire indefinatly given enough ammo until something onboard would fail (most likly the recoil system or the tanks suspension or both). One of the reports tell of a trio of Hail Storms firing for days on full auto upon a traitor guard legion as its crew managed to feed shells into the cannon constantly until they collapsed from exaustion. Intercepted vox messages from the traitor legions only contain endless screaming and constant explosions and mention of the sun being blotted out from the sheer number of shells fired.

The Hail Storm is a powerful Artillary piece but while it can put out a relentless amount of fire, its shells do not have the sheer power and blast radius of larger cannon such as the BaneSwords Quake Cannon, and the inaccuracy of the Cataclysm Cannon due to its rate of fire with shell blast makes it better for saturation then for single target killing. Another problem of the smaller blast radius is that should all the shells scatter the wrong way then their small size would not make up for it, like that of a much larger cannon shot.


Points; 450 base
vehicale upgrades (stubber, hunter killer etc)
Add sponsons (starts without any), first set +50, second set +100

add on:
Roll 1 D6 to determin how many rounds are fired.
1-2= 2 rounds
3-4= 4 rounds
5 "Full Rotation"= 6 rounds
6 "Unrelenting Bombardment":
6 rounds are fired, but roll another D6. if a 1 is rolled the system either jams or runs out of ammo and cannot fire for a turn, as it is repaired/reloaded. if any othe number (2 through 5) is rolled add those shells (see above), If another 6 is rolled repeat the process. if 3 6's are rolled in a row the system will automatically fail but will have launched 18 large blast templates with earth shaker stats.

Any number from 2 to 5 the cannon simple stops of its own accord, and doesn't need to be reloaded or repaired and can fire normally next turn.

Impact.
IT lands very simply. the Hailstorm aims at a single target like any other artillary peice then it scatters from there. The shells travel full scatter unless a direct hit is rolled.
If the target is destroyed its remaining shells still have to scatter from its previous targets location.

EX: if ther eis a mob of Orks and the center Nob is the target of the HailStorm and the HailStorms owner manages to roll a 6 (Reletless Bombbardment) then a 5 (adds 6 more shells in total of 12), then all 12 shells must scatter from the Nobs location.

With the full scatter (and apocolypse sized number of targets) the HailStorm is a Saturation weapon, able to lay waste to large amounts of terrain and troops, and its powerful enough that should multiple shells land on armored units it can decimate those as well.
rewording on the system...


Spoiler:
Leman Russ Desecrator.

BS 3
AV: 14/13/10

Weapons:
Desecrator Cannon:
Inferno Cannon style Chem Cannon (from the Banewolf), review rules from Inferno Cannon and Chem Cannon.

Additional Chem Cannon Sponsons possible, but replace the possibility of Heavy Flamers.
All other sponsons possible (heavy bolter/multi melta/ plasma cannon)
Front mounted Chem cannon possible. as well as standard heavy bolter or las cannon

Stubber/Hunter killer/ etc possible


The Desecrator Leman Russ is the bigger brother to the Banewolf hellhound varient. Equiped with a huge chemical tank on the rear (or in a trailer) holding its deadly payload that its main weapon gushes upon the enemy like its smaller cousin, melting its foes in a unrelenting torrent of flesh melting chemicals at ranges further then the Banewolf. Any foe foolish enough to appraoch a Desecrator would be instantly covered and melted by its multiple Chem weapons, in its sponsons and front hull, including its main Desecrator Chem Cannon. Vast swaths of enemy swarms are melted and destroyed, even those clad in armor are destroyed by the Chemical weapons of the Desecrator.

The Desecrator would be extreamly effective against infantry or heavy infantry in power armor (even monstrous creatures), BUT the weapons only fire the flamer template (which compared to a larger template cannot kill as may units) and are extreamly short ranged. Many Anti tank weapons can outrange even its main weapon, and should a Desecrator actully make it to Chem Cannon range then it requires the death of all enemy infantry or risk melee attack by some rather ticked enemy infantry!

Points:
Base:175
20 points form chem cannon sponsons.

all other upgrades for IG armor possible.


Spoiler:
Sky God, Airbourne Heavy Support Craft

BS 3
AV: 14/14/12
SP: 8
Void Shield(s): 5

Airbourne Giant: Does not take cover saves from flying due to sheer size.
Hover: Floats along, Cannot properly "fly" at speed, move 12 inch max.
High Altitude: Cannot be attacked by a Close combat Weapon (of ANY KIND), its simply flying to high up.
Cataclysmic Crash: If the Sky God is shot down, everythign under it takes D6 wounds and super heavys take D3 structure points and all terrain under it is flattened and replaced by its massive bulk, models that survive the impact (however unlikly that is) are moved out from under it.

Weapons:
Upper Deck: All weapons on upper deck cannot fire beneath the craft nor 24 inches around it, as their placement on the upper deck prevents this.
4 Hydra turrets (2 per side) AA mount
2 Manticore AA missle turrets. (1 per side) AA mount
Aircraft launch pad (rear deck behind control tower) can hold 2 Valkaries
front turrets (2) with Dual Quake Cannons, 1 stacked above the other battleship style
Rear turret with duel Quake Cannons (rear deck behind the Aircraft pad)
pair of Apocalypse Launcers beside the fore deck turret.

Lower Hull:
Dual Volcano Cannon turrets (2) in the rear center(underneath control tower), one faces fore (front) other aft (rear)
6 Battle Cannon turrets (2 per side next to the Volcano Cannon turrets and the other 2 on the bow)
4 Dual Baneblade battle Cannon turrets on the 4 corners of the craft.

Bombs: None

The Sky God is a creation that defies possibility. a Flying Battleship that rains firepower like a furious deity upon its foes. Essentially a flying Titan the Sky God lumbers slowly through the sky and is infact commanded by the Imperial Navy in support of Guard ground forces, the craft deployed by a Naval ship in low orbit. The Sky God is capable of flying back into low orbit to be recovered by its parent spacecraft. In combat the Sky God Decends from high altitude upon the battlefield, flying through the clouds with a roar of its massive engines and the bellow of its cannons. The Armament of the Sky God is formidable and is able to lay waste to entire armys, with battleship style turrets on its upper deck and lower hull and numerous small guns to defend itself from attack craft. Its upper deck weapons bring the longer range weapons into play but are unable to fire beneath the craft or slightly infront of it. the lower hull weapons can smash anything underneath the Sky God but are shorter ranged (relativly). It Flys as such a high altitude it is completly safe from close combat infantry allowing it to beat the enemy into submission. It is a sad day for the enemies of man when the SKy God lumbers out of the clouds upon the battlefeild.

The Skygods sheer SIZE is its weakness. That and the fact when it shows up everything possible will be directed at the flying behemoth. Also should it be hovering over allies units, if struck down form the skies could decimate its allied army! Also not all its guns face forwards, it would require to turn broadside to unleash everything (minus a few guns on the opposite side not facing the enemy)


Points: 3000
upgrades: IA aircraft upgrades possible


Spoiler:
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!)


Spoiler:
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.



Spoiler:
"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)


All of these came from a thread i made proposing new vehicles for all factions. All of mine were for the IG, They have not been heavily edited from that thread. They contain fluff,stats, and special rules used by these machines. please keep in mind it was 5th during this thread. some things are subject to change...

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.  
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

 Engine of War wrote:
IThe "Pit Viper" Light Tank

So the Chimedon from Epic?

Would be fun, I've got to admit! I'd give it a stupid rule where it had to move backwards 2" every time it fired the battle cannon due to recoil

Check out my Youtube channel!
 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

well it is essentially a hellhound/Chimera with a vanquisher/battle cannon bolted into the turret and is used as a fast tank destroyer
much like a M18 Hellcat or something.

I honestly did not know of that little CHimedon.

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.  
   
Made in us
Lone Wolf Sentinel Pilot






A building smashing unit! Like Demolishers combined with bulldozers and rocket engines!

Also, halftracks and armored trucks.

Seeing a squad of veterens swoop in in a Vendetta, secure the area, deliver that math assignment, and extract within 2 minutes would be freaking sweet.

 
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

 Engine of War wrote:
well it is essentially a hellhound/Chimera with a vanquisher/battle cannon bolted into the turret and is used as a fast tank destroyer
much like a M18 Hellcat or something.

I honestly did not know of that little CHimedon.

Glad I could share that nugget of Epic 40k knowledge! Armored cars would be cool though; giving the IG more WW2-style toys would be fun.

Check out my Youtube channel!
 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

 Decio wrote:
A building smashing unit! Like Demolishers combined with bulldozers and rocket engines!

Also, halftracks and armored trucks.


They have a building smasher already.

It has a melta blast that is utterly lethal. And if it ramms into something its still a ST10 Melta blast impact.... bunkers,tanks,trucks, whatever. If you see a Hades Drill. GET OUT OF ITS WAY

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.  
   
Made in au
Lady of the Lake






The Thunderbolt of course.

   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

How about Vanquisher carriages? They'd work like other artillery crews (Ork Big Gunz and Eldar support teams, Thunderfire Cannons, and, welp, that's about it) but with the guns from Leman Russ Vanquishers. They could receive orders and actually hit things for once!

Check out my Youtube channel!
 
   
Made in us
Pyromaniac Hellhound Pilot






Schrott

 Brother SRM wrote:
How about Vanquisher carriages? They'd work like other artillery crews (Ork Big Gunz and Eldar support teams, Thunderfire Cannons, and, welp, that's about it) but with the guns from Leman Russ Vanquishers. They could receive orders and actually hit things for once!


Did that.
http://www.dakkadakka.com/dakkaforum/posts/list/480443.page

Only difference being that they are weapon emplacements instead of proper weapons teams belonging to the IG.
hmm....

Question: If a IG infantry unit is controlling an Emplaced Weapon (like say a Vanquisher Emplacement) could something like "Bring it Down" work on them? Technecally the unit is shooting at X vehicle/monsterous creature. using the Emplaced Weapon.

This message was edited 1 time. Last update was at 2012/10/21 07:05:04


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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