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Made in qa
Longtime Dakkanaut





Outer Space, Apparently

 Mezmerro wrote:
DogofWar1 wrote:
As for the ramp position, sure an assault ramp ideally is on the front, but there's no reason you hypothetically couldn't mount one on the back of a vehicle that is capable of fitting it, move it across the battlefield, pivot, and then unload. Heck, it would make for interesting balance gameplay wise. You'd have to pay more for the assault ramp in the first place, and then choose between keeping front armor facing the enemy and forcing your marines to charge the extra few inches from the back of the rhino, or pivoting and giving your marines a couple inches shorter of a charge, but at the cost of exposing the rear AV10 of a more expensive than normal rhino.

You still dont get it. Assault ramp doesn't have some special construction that differs it from Rhino rear ramp. It is assault only because it is forward - disembarking troops can keep vehicle momentum and use it to move further (i.e. assault move). Sure, fluff wise backward moving Rhino (or pretty much any other transport) can do this too, but fluff≠crunch and for a reason. We don't want Rhinorush back.


What Mezmerro said is correct. Assault ramps aren't specially constructed (I don't think there's anything you can do to a ramp to make it more assaulty, apart from size), it's the positioning of the ramp that counts. Look at all the vehicles in the game that are "assault transports" - it's all because they have front mounted ramps (I'm thinking Land Raider, Stormraven etc.).

sorry but I think it's back to the drawing board!

G.A - Should've called myself Ghost Ark

Makeup Whiskers? This is War Paint! 
   
Made in us
Dakka Veteran





 Mezmerro wrote:
DogofWar1 wrote:
As for the ramp position, sure an assault ramp ideally is on the front, but there's no reason you hypothetically couldn't mount one on the back of a vehicle that is capable of fitting it, move it across the battlefield, pivot, and then unload. Heck, it would make for interesting balance gameplay wise. You'd have to pay more for the assault ramp in the first place, and then choose between keeping front armor facing the enemy and forcing your marines to charge the extra few inches from the back of the rhino, or pivoting and giving your marines a couple inches shorter of a charge, but at the cost of exposing the rear AV10 of a more expensive than normal rhino.

You still dont get it. Assault ramp doesn't have some special construction that differs it from Rhino rear ramp. It is assault only because it is forward - disembarking troops can keep vehicle momentum and use it to move further (i.e. assault move). Sure, fluff wise backward moving Rhino (or pretty much any other transport) can do this too, but fluff≠crunch and for a reason. We don't want Rhinorush back.


I might agree on getting an all new vehicle with a forward facing assault ramp that sits somewhere between a rhino and a land raider (the Tempest concept I put above was meant to be that), but I will dissent, at least in part, on the idea that allowing assaults from a rhino, even at the cost of an upgrade, would be a bad idea.

Assault is weaker in this edition, but it's not so much the units being weaker IN assaults, so much as it is units being unable to get to assaults and having fewer model when they get there due to getting shot up from increased AP2 and AP3 weapons or pure volume of fire that didn't exist in previous editions. You can't charge from rhinos or drop pods. The cheapest thing you can assault from is a 200 point stormraven, which is a poor transport because it has to come in from reserves, which means the cheapest realistic assault transport is a Land Raider, at 250 points. So either you have to open yourself up for a full turn to shooting, or pay a huge premium to get that assault.

It's really quite limiting, and considering that drop pods are immobile, and rhinos are comparatively slow and fairly fragile, I think something has to be done concerning SM transports. The quickest solution is to add an option to rhinos allowing them to purchase an assault ramp in the rear for X points, and, like so many other things in 40K, the whole momentum coming out of the transport thing can be handwaved. That might not be the best solution, but it is a solution, and if costed appropriately, it could keep the game well balanced.

Long story short, there's no real problem with bringing rhino rush back, so long as it's costed appropriately. Even if brought back, the increase of high strength weapons would make it far less effective than it was in the past, since fewer rhinos than in the past would make it across the field.


Automatically Appended Next Post:
General Annoyance wrote:

What Mezmerro said is correct. Assault ramps aren't specially constructed (I don't think there's anything you can do to a ramp to make it more assaulty, apart from size), it's the positioning of the ramp that counts. Look at all the vehicles in the game that are "assault transports" - it's all because they have front mounted ramps (I'm thinking Land Raider, Stormraven etc.).

sorry but I think it's back to the drawing board!


But then there's nothing really different from a rhino moving backwards. The door is still a bottleneck on both vehicles, so really the only difference is position, which could be dealt with via a special rule about requiring a rhino's rear to be facing an enemy before a unit inside is allowed to charge.

Also, it's worth mentioning that units can assault from any exit on the land raider, not just the front, which kind of invalidates the idea that an assault vehicle's assault status is all in the ramp, but that's getting a little too deep.

I understand why you weren't allowed to assault from rhinos in the past. Even though applying real world concepts it didn't make sense it made sense from a rules and balance perspective. The thing is, that balance has shifted and thus the rules need to as well.

Thus, I resubmit the Tempest concept then.

Cost: 80 pts
BS4 F12 S12 R11 HP3

Wargear:
Smoke Launchers
Searchlight
Heavy Bolter sponsons

Unit Type (Tank, Transport)
Assault Vehicle (ramp on front)

Transport Capacity: 10 models

Option
- heavy bolter sponsons may be replaced with heavy flamers (+10 pts), multi-meltas (+10 pts), hurricane bolters (+15 pts) or, if transport capacity is reduced to 8, lascannon sponsons (+30 pts)

Cost breakdown would be something like:
10 model transport at AV11/11/10 with 3HP: 35 pts
Add +1 armor all sides: 20 pts
Add heavy bolter sponsons: 10 pts
Add assault ramp: 15 pts
Total: 80 pts

This message was edited 1 time. Last update was at 2013/08/30 08:48:18


 
   
Made in us
Three Color Minimum




Panama City, fl

Land Raider Breacher- 260 points, dedicated transport for terminators

bs4, av14 all around 4 hull points, tank.

no weapons except for pintle mounted weapons on the top (storm bolter, meltagun, HK missile)
transport capacity: 20
frag assault launcher
ceramite plating
5+ inv save on front armor

The Land Raider Breacher is developed for the 1st companies of most marine armies. It is tailor built to deliver hard hitting terminators right into the most uncomfortable areas of an opponents forces.

Dark angels 70/100 of deathwing, 50/100 ravenwing, 80-100 3rd company
IG +6k pts
and a sampling of different armies
warmachine, 40-50 points of:
protectorate, legion, and convergence armies 
   
Made in qa
Longtime Dakkanaut





Outer Space, Apparently

DogofWar1 - your argument on the Land Raider side doors is true, but the rear ramp thing....

think of it this way. If you wanted to make a rear assault ramp, you would have to increase the armour plating on the back, thus meaning (unless it's a Land Raider) removing armour plates from the front (or fitting a bigger engine to deal with the extra weight). If you don't increase the armour on the back, then it makes the vehicle drastically vulnerable (an idea that even the astartes don't particularly fancy ), and it is more than likely to be destroyed too quickly in the field.

However, your redesign of the vehicle fits it well. I think the Tech Adepts could easily make a re-model of the rhino with a front mounted door - well done on that rule set!

However, fluff wise at least, if the Space Marines needed an assault transport, I think they will still pick a Land Raider or Stormraven over this rhino variant. The Rhino is designed to safely transport troops across the field efficiently - not to assist in a direct action assault effort.

G.A - Should've called myself Ghost Ark

Makeup Whiskers? This is War Paint! 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

Not enough Xenos in this thread.

0-2 Tau 'Anglerfish' support tank.

Bs3 12/11/10, 3HP. (Somewhere between 160 points)

Heavy Support.

Equipment: Point defense targeting relay.

Two Covering Burst Cannons: Burst cannons developed specifically to defend against assaulting troops.

Covering Burst cannons can only fire overwatch.

Multi-Spectrum Feed: A specialized blacksun filter designed for the Anglerfish, the MSF lights up distant targets for troops on foot, allowing them to target otherwise invisible foes with unerring precision.

Units within 12" of the Anglerfish gain the Night Fighting special rule. I was going to include the Counterfire defence system as a buff, but figured this would probably be OP.

Target Assignment Unit The TAU was developed for the Anglerfish to provide better support for the Tau army globally. The TAU consists of several markerlights, which are configured to assign Target Priority missions to other troops. In this way, the Anglerfish can allow other units to eliminate key threats, to both the Anglerfish and more often the greater objective, in methodical order.

The TAU automatically assigns three markerlight hits to up to three units in range at the start of the shooting phase, chosen by the Anglerfish's controller. These hits are assigned automatically - there is no need to roll to hit.

For all other purposes, the TAU counts as three separate markerlights, though when used count as one weapon. Each weapon destroyed result inflicted on the TAU reduces the amount of markerlight hits per phase by 1.

The Anglerfish may take any upgrade options from the Vehicle Support systems.

Fluff The Anglerfish was developed by the Earth caste, modifying the existing Skyray to accommodate an array of support features. The Anglerfish was introduced to remove some of the pressure from both Tau commanders and from the Shas'Ui leading squads. While the Anglerfish does not completely overtake these roles, it does provide a valuable asset to the Tau, and can potentially carry a Tau army in a Mont'Ka action forward should the Shas'O leading the assault fall.

Creation Notes One of the most common complaints I've found about the Tau, both in the current codex and in the pre-6th codex, was that the Tau army lacked synergy in what was meant to be one of the most reliant on combined forces. While this has been mitigated greatly in the new codex, a lot of the support elements were still completely efficient when operating alone. I wanted to bring something that would not only be able to support other units, but also be completely reliant on them to protect it. In this way, The Tau have a unit that forces synergy. I considered adding both Pulse Accelerator arrays and Counterfire Defense Systems as larger global buffs, but thought this would be potentially too OP. I didn't want it to take up a valuable Elite or Heavy slot, but similarly knew it would be too powerful if left off the chart altogether. Making it a dedicated transport, despite lacking transport capacity, would encourage players to take it to support foot warriors, as intended.

Updates include a price increase, lower armour values, a move to Heavy support and an allowance drop to 0-1, as well as a lower amount of markerlight hits per phase. It was pointed out that it was essentially an extra free ten man pathfinder squad, but in a far more durable shell. The Anglerfish was nerfed in order to make other options more viable in comparison.

The second phase of balancing brought an allowance increase, as well as a slight points reduction. This means that attempting to min-max Anglerfish would result in diminished anti-flyer and vehicle capability, as staple options for dealing with them, such as broadsides or skyrays, would be competing with the Anglerfish.

This message was edited 3 times. Last update was at 2013/08/30 16:28:18


Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in gb
Longtime Dakkanaut






Warp Hunter - 135 points

BS: 4; AV: 12, 12, 10 (F, S, R); HP: 3

Wargear:
Heavy D-Cannon
Twin-linked Shuriken Catapults

Options:
Exchange twin-linked Shuriken Catapults for a single Shuriken Cannon - 10 points
May take any of the items from the Eldar Vehicle Equipment for points cost in Codex

Heavy D-Cannon
Normal fire mode and Warp Rift respectively:

'Focussed' Range: 24"; Strength: 10, AP: 2; Heavy 1; Large Blast, Barrage, Distort
Dispersed Range: Template; Strength: 4, AP: 2, Heavy 1; Torrent, Distort

hello 
   
Made in ua
Frightening Flamer of Tzeentch





@liquidjoshi
5 markerlight hits is an equivalent of 10 pathfinder unit except it can spread hits on the different targets. Now mounted on AV13 Sv4+/3+ vehicle, that give night fight, overwatches on BS2 and does not take FA slot at only 15..55 points over 10 pathfinder squad. It tastes like cheddar.
Not sure if broken but certainly too powerful and would be considered autotake by anyone sane.

"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

But has no offensive capabilities of it's own.But fair enough, was thinking it looked a bit cheap. Updated to include nerfs, which are now detailed in the designer notes.

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in ua
Frightening Flamer of Tzeentch





 liquidjoshi wrote:
But has no offensive capabilities of it's own.But fair enough, was thinking it looked a bit cheap. Updated to include nerfs, which are now detailed in the designer notes.

Too many nerfs at once. Cruddace is it you?

"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

Good to know I'm on the right track for a job at GW
Made it cost less, as well as allowing more than one per army.

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in us
Never Forget Isstvan!






In responce to the new Devestator Centaurians otw with the new codex. BEWARE OF MY REDICULOUSNESS!



CPDW Dreadnought (centaurian platform delivery walker)
125pts (may be bought as dedicated transport for devestator centaurians)
Type: Vehicle (walker)

WS Bs S I A F S R HP
4 4 6 4 2 12 12 10 3

Wargear:
2 DCCW, 2 underslung storm bolters, Devestator Centaurian Fire Platform.

Carrying capacity: 4 devestator Centaurians

May replace either of its 2 storm bolters with a heavy flamer for 5 points, or a meltagun for 10 points.
May take extra armor for 5 points.

Special rules:
Fire platform-While carrying the Centaurian Fire Platform, this dreadnought may not use its DCCW in combat nor shoot its underslung weapons. It also gains a 5+ invunerable save (yes, its carrying the platform over its head). All embarked Devestator Centaurians may fire from the platform as though it were open topped. If the dreadnought runs, the devestator centaurians must fire with snap shots.
When the embarked models disembark from the platform, the dreadnought sets the platform down to its front or side arcs and they disembark up to 3" away in any direction or can remain standing on the platform. If they do so they can be shot at as normal but count as standing in area terrain that also conveys a 5+ invunerable save.
If the passangers are dissembarked, the dreadnought looses the 5+ invunerable, but regains the use of his DCCW and underslung weapons.

The platform cannot be reussed during the course of this battle.

This message was edited 2 times. Last update was at 2013/08/30 17:56:42


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Made in pl
Been Around the Block




This CPDW looks like great idea!.
Here's mine:
Nightmare
Dark eldar created this as ultimate "heavy" tank destroyer.
Fast vehicle
BS/F/S/R
4/12/12/11 3HP
Special Rules: Night vision, Targeting matrix
Targeting Matrix: Nightmare may fire all weapons with skyfire USR but if that happens it can fire only single weapon next turn as matrix has to recalibrate.
Wargear:Void blaster 2 sponson mounted desintegrators.
Void Blaster S9 AP2 Heavy 3 Lance
May replace desintegrators sponsons with Black lances(10pts) or void lances(20pts
May take fliecker field and nightshield for 10 points each.
It probbably sucks but hey!
Dunno for point cos. 205?
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

Something Orky that would make a lightly better MBT than the kilcannon battlewagon

'Eavy Crawla
During the cleansing of the Ligdowne system, baneblades and leman russ divisions had been deployed to crush the growing Ork Waaagh! that infected the planets, and used with great effectiveness against the Ork hordes, who could not destroy the massive vehicles with the weapons at hand. With his Waaagh! nearly destroyed, a desperate Warboss Razblood had gathered all his remaining mek boyz to build the stompas needed to fight back against the armored divisions of the Imperial Guards. A stray group of meks, however, was sent to stall for time. But with much of the stray gubbins and metal taken to build stompas, these stray meks could only use what they had at hand. They took a broken down Leman russ, added another cannon, stripped down it's armor for ammo, and replaced it's engine with a bigger one. What they made was a battle tank that outmaneuvered the hulking baneblades, immobilizing them and slowing the entire division to a crawl, giving enough time for the first stompas to be rolled out and crush the Imperial Guard's spearhead. This new, faster tank impressed many Orks in the sector, and soon several variations of it was soon to follow, with bigger cannons and faster engines that could satisfy any Mek.

Points 110
BS 2 13/11/10 HP 3 open topped
Armaments: Two Blastacannons
'Eavy Crawler be taken in the Ork Codex Heavy Support in squadrons of 1 to 3

Linked System: The 'Eavy Crawla's twin cannons have been designed to move as two separate weapons but fire at the same time, even at high speeds. Both Blastacannons may always fire and at full BS, even if they moved at combat or cruising speed (but not Flat Out) or when firing an ordnance weapon. This does not apply to any weapon damage or other rules that would force the weapon to not fire or fire snapshots (such as weapon destroyed or stunned).

Blastacannon: A large cannon made for delivering powerful shells at long ranges. When firing the Blastacannon, pick one of the profiles below;

Normal shot
Rg: 36" S: 7 Ap: 4 Heavy 1, blast

Hull Breacha
Rg: 36" S: 9 Ap: 3 Ordnance 1, Clunk Clunk

Clunk Clunk: The Hull Breacha shells are special made from various Meks, and are both experimental and unreliable (even for Orks). If a 1 is rolled for its To Hit roll, the blastacannon cannot be fired for the next turn as the jammed shell is fished out.

'Eavy Crawla may take the following:
'ard case............+5 points
Deff Rolla..........+20 points
red paint job......+5 points
grot riggers........+5 points
armour plates....+5 points
wreckin' ball.......+10 points
reinforced ram...+5 points

May take a single front mounted big gun:
Kannon....+10 points
Lobba......+15 points
Zzap gun..+15 points

May take up to two of the following for the turret:
Twinlinked shootas..+5 points
Big shootas.............+5 points
Rokkit Lunchas........+10 points

This message was edited 1 time. Last update was at 2013/09/01 21:05:03


Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in nz
Disguised Speculo





In an ideal world, that would be perfect. But given the ridiculous firepower that other armies get to play with (S10 AP1 long range pie plates anyone?), those guns need to be way better IMO

Ork Kustom Vekill - Destroya Dredd

Sick of seeing his Deff Dreads crumble away before they could reach the enemy lines, Big Mek Oddgob got the bright idea of kustomizin' his force field tech to help the dreads do their job

The result was da Destroya Dredd, a walker that can shrug off all but the heaviest firepower. For reasons not yet known, Mekboyz on planets across the galaxy were soon building the same thing, and soon Destroya Dredds strode across the battlefields of a thousand worlds

Destroya Dredd

~Any Ork army that contains a Big Mek can upgrade any number of Deff Dredds to Destroya Dredds for 20pts per model
~Destroya Dredds count their armour as AV 14 against shooting attacks from the front arc, and likewise recieve the Shrouded USR against these attacks
~Shrouded also effects any unit that is shot at through the front arc of the Destroya Dredd
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

@Dakkamite: Since when did game design stop being made on the assumption of a ideal world? An OP unit does not justify more OP units, codex creep does not justify greater creep.

Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in us
Lone Wolf Sentinel Pilot






Like Luke_Prowler said, there is absolutely no reason to try to combat cheese with cheese. Make your vehicles as if they'd be for fluffier armies, not tourneys.

Revel in the glory of the site's greatest thread or be edetid and baned!
 BobtheInquisitor wrote:
Every trip to the FLGS is a rollercoaster of lust and shame.

DQ:90S++G+M+B++I+Pw40k13#+D+A++/sWD331R++T(S)DM+ 
   
Made in qa
Longtime Dakkanaut





Outer Space, Apparently

Imperial Guard vehicle next!

Mammoth Heavy Tank - 220 points

An experimental machine, designed by techpriests on the Eastern Fringe with the help of newly dug up STC designs, the Mammoth is an advanced heavy tank far more complexed than the Leman Russes or Baneblade tanks that generally make up a mechanised force. As such, the Mammoth is only supplied to the most elite regiments on the Eastern Fringe who have tank crews willing to commandeer the new tank breed. The Mammoth gets its drive from 2 engines sending power to 4 different track sets. Each pair of track sets are articulate, acting as though the tank itself is two seperate pieces joined together, allowing this vehicle to be far more manueverable than its size and weight suggests. Indeed, the Mammoth can send entire divisions of infantry scattering for cover and crush light vehicles simply by trundling towards them. The chassis is raised above the ground too, allowing the Mammoth to cross difficult terrain that would immobilise other heavy vehicles. On top of this rugged chassis lies a pair of either Battle Cannons or the much less common Vanquisher Cannon. These are often referred as the "Tusks of the Mammoth", as they provide devastating fire support to lighter, advancing vehicles. Currently the Mammoth has been dispatched to fight the advancing hive fleets on the Eastern Fringe. There, the Mammoth can overcome the barren terrain that defines a Tyranid invasion on planets, bio weaponry pinging off it's thick armour as it blasts hordes of organisms and gargantuan biomorphs to oblivion.

Type - Tank, Heavy

Armour - 14 - 13 - 12

HP - 4

Wargear - Twin linked Battle Cannon, Heavy Bolter, Smoke Launchers, Extra Armour

Options - The Mammoth may swap its Battle Cannon for a twin linked Vanquisher Cannon with Beasthunter Shells for an additional 10 points. The Mammoth may also purchase additional equipment from the Imperial Guard Armoury.

Special rules - Stalwart Machine, Lumbering Behemouth, Refractive Armour

Stalwart Machine - The size and power to weight ratio of the Mammoth makes it a truly terrifying tank to behold, able to smash through terrain and enemies without breaking its stride. The Mammoth tank ignores all difficult terrain, but still must take a dangerous terrain test in dangerous terrain. Should this vehicle tank shock non vehicle models, all models testing -1 from their leadership value. Models opting to perform death or glory must resolve their attack against the side armour of the Mammoth. Against vehicle units, add +2 to the ram damage result, and -1 from the damage resolved against it.

Refractive Armour - The outermost plating of a Mammoth tank is created using a diamond hard material found only on the Eastern Fringe, allowing extra protection against a high penetration shot. Once per game, the player controlling the Mammoth may force his opponent to re roll an armour penetration roll against the tank.

Haven't tried this one yet because I haven't made the model, but feel free to use it!

This message was edited 8 times. Last update was at 2013/09/02 19:16:20


G.A - Should've called myself Ghost Ark

Makeup Whiskers? This is War Paint! 
   
Made in gb
Agile Revenant Titan




In the Casualty section of a Blood Bowl dugout

Eldar Mantis (or better name)
80 Points (that's what I'm thinking, what do you reckon?)

BS 4
AV: 12 / 11 / 10
HP: 3
Unit Type: Vehicle (Tank, Skimmer, Fast, Transport)
Transport Capacity: Twelve Models
Wargear: Twin-linked Shuriken Cannon, Warp Jump Portal*

*Warp Jump Portal: In the movement phase, after the Mantis has moved, provided it has moved no more than 6", the controlling player may elect to activate the Warp Jump Portal. If he does so, the Mantis counts as an Assault Vehicle for that turn, but may not fire any of it's weapons.

Upgrades: Has the same upgrades as a Wave Serpent (but obviously can't take an underslung ShuriCannon)

---------------------

Yeah, Eldar could do with an Assault Vehicle and it makes sense that, with the Eldar's technology, they wouldn't need an open-topped transport to achieve this.

DT:90S+++G++MB++IPwhfb06#+++D+A+++/eWD309R+T(T)DM+

9th Age Fantasy Rules

 
   
Made in us
Battlewagon Driver with Charged Engine




Between Alpha and Omega, and a little to the left

 The Shadow wrote:
Eldar Mantis (or better name)
80 Points (that's what I'm thinking, what do you reckon?)

BS 4
AV: 12 / 11 / 10
HP: 3
Unit Type: Vehicle (Tank, Skimmer, Fast, Transport)
Transport Capacity: Twelve Models
Wargear: Twin-linked Shuriken Cannon, Warp Jump Portal*

*Warp Jump Portal: In the movement phase, after the Mantis has moved, provided it has moved no more than 6", the controlling player may elect to activate the Warp Jump Portal. If he does so, the Mantis counts as an Assault Vehicle for that turn, but may not fire any of it's weapons.

Upgrades: Has the same upgrades as a Wave Serpent (but obviously can't take an underslung ShuriCannon)

---------------------

Yeah, Eldar could do with an Assault Vehicle and it makes sense that, with the Eldar's technology, they wouldn't need an open-topped transport to achieve this.

Pretty good. While it's good stats makes it better than most assault vehicles (perhaps second to the battlewagon), it's still expensive enough that they'll eat a chunk of points if someone takes them en mass. Would it be a fast attack choice or a dedicated vehicle?

This message was edited 3 times. Last update was at 2013/09/01 16:00:15


Want to help support my plastic addiction? I sell stories about humans fighting to survive in a space age frontier.
Lord Harrab wrote:"Gimme back my leg-bone! *wack* Ow, don't hit me with it!" commonly uttered by Guardsman when in close combat with Orks.

Bonespitta's Badmoons 1441 pts.  
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Could also make the warp portal thing work like Warp spiders jump packs; roll doubles, lose a dude.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in za
Fixture of Dakka




Temple Prime

General Annoyance wrote:
Imperial Guard vehicle next!

Mammoth Heavy Tank - 220 points

An experimental machine, designed by techpriests on the Eastern Fringe with the help of newly dug up STC designs, the Mammoth is an advanced heavy tank far more complexed than the Leman Russes or Baneblade tanks that generally make up a mechanised force. As such, the Mammoth is only supplied to the most elite regiments on the Eastern Fringe who have tank crews willing to commandeer the new tank breed. The Mammoth gets its drive from 2 engines sending power to 4 different track sets. Each pair of track sets are articulate, acting as though the tank itself is two seperate pieces joined together, allowing this vehicle to be far more manueverable than its size and weight suggests. Indeed, the Mammoth can send entire divisions of infantry scattering for cover and crush light vehicles simply by trundling towards them. The chassis is raised above the ground too, allowing the Mammoth to cross difficult terrain that would immobilise other heavy vehicles. On top of this rugged chassis lies a pair of either Battle Cannons or the much less common Vanquisher Cannon. These are often referred as the "Tusks of the Mammoth", as they provide devastating fire support to lighter, advancing vehicles. Currently the Mammoth has been dispatched to fight the advancing hive fleets on the Eastern Fringe. There, the Mammoth can overcome the barren terrain that defines a Tyranid invasion on planets, bio weaponry pinging off it's thick armour as it blasts hordes of organisms and gargantuan biomorphs to oblivion.

Type - Tank, Heavy

Armour - 14 - 13 - 12

HP - 4

Wargear - Twin linked Battle Cannon, Heavy Bolter, Smoke Launchers, Extra Armour

Options - The Mammoth may swap its Battle Cannon for a twin linked Vanquisher Cannon for an additional 10 points. The Mammoth may also purchase additional equipment from the Imperial Guard Armoury.

Special rules - Stalwart Machine, Lumbering Behemouth, Refractive Armour

Stalwart Machine - The size and power to weight ratio of the Mammoth makes it a truly terrifying tank to behold, able to smash through terrain and enemies without breaking its stride. The Mammoth tank ignores all difficult terrain, but still must take a dangerous terrain test in dangerous terrain. Should this vehicle tank shock non vehicle models, all models testing -1 from their leadership value. Models opting to perform death or glory must resolve their attack against the side armour of the Mammouth. Against vehicle units, add +2 to the ram damage result, and -1 from the damage resolved against it.

Refractive Armour - The outermost plating of a Mammoth tank is created using a diamond hard material found only on the Eastern Fringe, allowing extra protection against a high penetration shot. Once per game, the player controlling the Mammoth may force his opponent to re roll an armour penetration roll against the tank.

Haven't tried this one yet because I haven't made the model, but feel free to use it!


Don't be silly, Mammoth tanks can be upgraded will railguns.

You may wish to use the special shells from the ABG for this to be all that worthy of it's pricetag.

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



 
   
Made in gb
Mighty Vampire Count






UK

Mal’akh Assault Transport 100pts
Limited numbers of the Valkyrie Assault Carriers are made available for use by the Adepta Sororitas providing the ability to insert Sisters were they are most needed, rapidly and with precession. The Sisterhood does not train many pilots and those that do get to fly the formidable Mal’akh relish their opportunities. The Sororitas are careful not to flaunt their aerial transport capabilities to avoid even further friction with the Navy, elements of which still protest the Sisterhood having access to their own (limited capability) void capable ships.

Composition: 1 Mal’akh
Unit Type: Flyer
BS 4
Armour: F: 12, S: 12, R: 10, HP: 3
Access Points: 1 each side, 1 rear
Fire Points: none
Transport: 12 infantry

Wargear: Multi-laser, Extra armour, Searchlight,
Special Rules: Scout, Hover, Shield of Faith,

Options:
May take any of the following:
Hunter-Killer missile 10pts
True Silver Armour 10pts

May replace Multi-laser with lascannon 15pts
May add two Multi Rocket Pods 40pts
May add two sponsons armed with Heavy Flamers 20pts



I AM A MARINE PLAYER

"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos

"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001

www.dakkadakka.com/dakkaforum/posts/list/528517.page

A Bloody Road - my Warhammer Fantasy Fiction 
   
Made in qa
Longtime Dakkanaut





Outer Space, Apparently

@Kain - Do I smell a Command and Conquer player?!

What are ABG special shells by the way?

G.A - Should've called myself Ghost Ark

Makeup Whiskers? This is War Paint! 
   
Made in za
Fixture of Dakka




Temple Prime

General Annoyance wrote:
@Kain - Do I smell a Command and Conquer player?!

What are ABG special shells by the way?

Since Tib Dawn my friend.

As for ABG shells...

1d4chan wrote:Illum Shells (all LR's with shell cannons): Big blast searchlights. Not really worth it, considering you have searchlights on Chimeras and Hellhounds, and that you need to sacrifice firing the main gun shooting in order to use this shells.
Augur Shells (LR Conqueror): Entropic Touch! Woo! Kinda... nah, it's far worse. Works only on pen/glance rather than hit, and gun itself is just an S8, so it can't be used to drop AV14 down. Well, against AV12 it's good, especially considering Conqueror's in-built co-axial storm bolter. Though there's plenty of other things that can pop AV12
Infernus Shells (LR Battle Tank): Big blast of heavy flamer hits. Make those Hellhounds cry in tears of jealousy, where is your cover save god now?
Beast Hunter Shells (LR Vanquisher): Instant. fething. Death. Known to feth Tyranid and Daemon armies (even more). Bonus points for one-shoting Mephiston, Dreadknights, Riptides, Skarbrand, or the Swarmlord.
Co-axial Heavy Stubber (LR Vanquisher): Coaxial bonuses are great. Take it! There is also a stormbolter variant, but with higher price, lower range and fewer shots you need to be a lobotomized idiot to prefer it over stubber.


There's also one for Vanquisher shells that gives them a small blast.

This message was edited 1 time. Last update was at 2013/09/01 19:55:10


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



 
   
Made in pl
Been Around the Block




Beasthunter shell is small blast if i remember correctly.
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

Instant death small blast on a Vanquisher? Excuse me while I clean myself off...

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in us
Troubled By Non-Compliant Worlds






 Wolf Lord Kevin wrote:
RAWR TIME TO SHOW SOME LOVE TO THE MIGHTY HEROES OF FENRIS!!!!

S.D.W.(Sky Devouring Wolf).......280pts
BS:4 FA:14 SA:13 RA:13
Composition: 1 S.D.W.
Unit Type:Vehicle(Tank)
Wargear:
Searchlights
Smoke Launchers
Fenrisan Sky Ripper Launcher

Options:
Two Twinlinked sponson mounted Autocannons....10pts each
Two Sponson mounted Assault Cannons....10pts
Hunter Killer Missle........10pts
Extra Armour.......15pts

Fenrisan Sky Ripper Launcher uses the following profile:
Frag: Range 48 S4 AP6 Type Heavy 4,Blast
Krak: Range 48 S8 AP3 Type Heavy 4
Flakk: Range 48 S7 AP4 Type Heavy 4,Skyfire

summary it's a Long Fangs unit in one tank! well minus one more missile ^^;


Okay, I think I can fix this tank:

S.D.W.(Sky Devouring Wolf).......280pts
BS:4 FA:13 SA:13 RA:12 HP: 3
Composition: 1 S.D.W.
Unit Type:Vehicle(Tank)

Wargear:
Wolflights: Shines a light in the shape of a wolf, ignoring night fighting on targeted unit.
Smoke Wolves: A pack of smoke wolves surrounds the vehicle for a turn, making it extra wolfy and allowing a 5+ cover save.
Fenrisan Sky Ripper Wolf Launcher: See wolf rules below.

Options:
Two Wolf-linked, sponson mounted, Wolfcannons....15pts each: Fires standard wolves equipped with crash helmets at the enemy (S7 AP4 Rapid Fire). Upon a successful wound, roll a D6. On a roll of a 5+, the wolf's crash helmet does its job and the wolf survives to assault the enemy. Place a Fenrisian wolf model in front of the target unit, this wolf may assault in the same turn it arrives. Only one wolf may be spawned per shooting phase.
Two Sponson mounted Assault Wolves....10pts: If the vehicle is within 6" of an enemy unit at the end of the controlling player's movement phase, wolves emerge from the pack of wolves that cover the vehicle to assault the closest enemy unit, doing D6 S4 AP- hits.
Hunter Killer Wolf........10pts: Fires a wolf that seeks out the closest vehicle and chomps into it's metal hull before exploding. (S10, AP1 One Use)
Extra Wolves.......15pts: When purchasing the "Extra Wolves" upgrade, increase the number of hull points by 2 to represent the extra wolves covering the tank.

Fenrisan Sky Ripper Wolf Launcher uses the following profile:
Frag Wolfs: Range 48 S4 AP6 Type Heavy 4,Blast: Launches a wolf that explodes upon impact, letting out a fearsome howl that damages enemies under the blast template.
Krak Wolfs: Range 48 S8 AP3 Type Heavy 4: Launches a wolf with a spiked muzzle that penetrates enemy armor before exploding.
Flakk Wolfs: Range 48 S7 AP4 Type Heavy 4,Skyfire: Lanches a wolf with a kite strapped to it's back to bite enemy air craft before falling to the ground and going to sleep.

Summary: This is the wolfiest vehicle in the Imperium of Man, the pride of many Great Companies and of Fenris itself. The Iron Priests have certainly out-wolfed themselves and the Wolves of Fenris.

Go forth and amplify, here come the NOISE MARINES!
Sons of Cacophony: Construction Finished, Forever Unpainted 
   
Made in qa
Longtime Dakkanaut





Outer Space, Apparently

@Kain - good to finally see a fellow CandC player - mind you they screwed up Tiberium Twighlight and Generals 2, but that's a different discussion...

Edited the Mammoth tank to include Beasthunter Shells. Should be worth the price now....

G.A - Should've called myself Ghost Ark

Makeup Whiskers? This is War Paint! 
   
Made in gb
Morphing Obliterator






 The Shadow wrote:
Eldar Mantis (or better name)
80 Points (that's what I'm thinking, what do you reckon?)

BS 4
AV: 12 / 11 / 10
HP: 3
Unit Type: Vehicle (Tank, Skimmer, Fast, Transport)
Transport Capacity: Twelve Models
Wargear: Twin-linked Shuriken Cannon, Warp Jump Portal*

*Warp Jump Portal: In the movement phase, after the Mantis has moved, provided it has moved no more than 6", the controlling player may elect to activate the Warp Jump Portal. If he does so, the Mantis counts as an Assault Vehicle for that turn, but may not fire any of it's weapons.

Upgrades: Has the same upgrades as a Wave Serpent (but obviously can't take an underslung ShuriCannon)

---------------------

Yeah, Eldar could do with an Assault Vehicle and it makes sense that, with the Eldar's technology, they wouldn't need an open-topped transport to achieve this.


As an Eldar player, I would love a couple of these for my banshees/scorpions. I take it they would be a designated transport? Or maybe a fast attack choice?

If they were FA, I would like to see them as a 0-3 squadron choice per FA slot (but maybe limited to one slot per detachment).

Chaos Space Marines - Iron Warriors & Night Lords 7900pts

 
   
Made in de
Grey Knight Psionic Stormraven Pilot





The Dakka

What happens when an Ork Mek stumbles across the fabrication array for Tau Sky-Rays and Smart Missile systems? Well, normally a big explosion, but when Grotscrup the Blue hit his head while playing arround with an armed warhead, he suddenly had a brilliant idea.

When Waghboss Boan-hed came searching for his Big Mek, cause his Bike had been shot to shreds, he was greeted by explosions and the screams of exploding orks.

At the center of the destruction was what could only be described as a burning ball of rockets, guns, and screaming grot riggers.

150 Points

Bs: 2
AV: 13/12/12
Hp: 3

Unittype: Tank
Wargear: ALL THE DAKKA

Rules:
ALL THE DAKKA In every of his shooting phase's after the first one the controlling player of "The Dakka" has to roll 2D6 and consult the following table (this counts as a shooting atack):

2 Reloading: Nothing happens
3-4 Squig Salvo: The controlling player chooses 3 modells in 48" range, which each receive one (1) S6,DS- hits, when there are no enemy modells in range nothing happens.
5-8 Dakkadakkadakka: Every enemy modell in 6D6" receives one automatic S2DS- hit (ignore line of sight, the mek isn't aiming aniway.)
9-11 Shiny Buttonz: EVERY modell in 6D6" is hit by a single automatic S2DS- hit (ignore line of sight).
12 Orkpocalypse: Every modell in 36" receives a single automatic S4AP5 hit (including flyers, ignore line of sight), afterwards roll a D6, on a 1-3 "The Dakka" explodes as described in the vehicle rules, 4-6 The Dakka suffers from the immobilized result and may not role on the "ALL THE DAKKA" table again.

Lot's o' Dakka: Whenever 'The Dakka' receives a 'weapon destroyed' result, instead remove another hullpoint.
BarrelSmoke: "The Dakka" has a permanent 5+ cover safe, which cannot be enhanced in any way

May purchase:
Grot Riggers 5p
up to 2 Muni-grots 5p - one use, may reroll any 'All the Dakka' result other than 'orkpocalypse'

   
 
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