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![[Post New]](/s/i/i.gif) 2013/09/26 20:25:45
Subject: Design a new vehicle for your army
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Nasty Nob
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Gubinz Boomtrukk 20p FA
Fast/Open Topped
Squads of 1-5
Wargear;
Reinforced Ram
AV10
Has; "Anytime this vehicle performs a Ram manuever, becomes wrecked, or is destroyed it's cargo is detonated at the end of that phase (Blast centered on boomwagon). This destroys the boomwagon if not already destroyed."
Equiped with;
-'splody knowatz .. Free (str d6 ap- Large Blast)
One boomtrukk may exchange his 'splody knowatz for;
-'ekboy munitionz.. +5pts (str 6 ap5 - Large Blast)
-glowin' 'eepsuh plasma.. +10pts (str 7 ap2 Large Blast)
-tankbusta junk.. +15pts (str 8 Large Blast, Melta, Ordinance 1)
Just hit something with them and giggle. The model needs to be larger than a bike and smaller then half a trukk.
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I am the kinda ork that takes his own washing machine apart, puts new bearings in it, then puts it back together, and it still works. |
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![[Post New]](/s/i/i.gif) 2013/09/26 20:55:15
Subject: Design a new vehicle for your army
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Grim Dark Angels Interrogator-Chaplain
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Land raider vengeance
Av14/14/14 4up. 240pts
Bs4
Weapons.
2 sponson inferno cannons
1 twin assault cannon
Special rules: assault vehicle, transport (12), deathwing vehicle
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![[Post New]](/s/i/i.gif) 2013/09/27 00:15:41
Subject: Re:Design a new vehicle for your army
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Dakka Veteran
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Tigramans wrote:
Even though the missile sponsons wouldn't make it OP, it'd still be an absurd gunline of rape, that'd make both Devastators and Land Speeder Typhoons outright useless.
Imagine that machine spewing 5 AP2 missiles PER TURN!
I need to consider this - but it still feels like "YO DAWG..."
Ah, you know what, I thought the missiles were AP3 this whole time. Making them AP2 does account for quite the difference, since it means any penetrating hits have double the chance to pop a vehicle.
I would think MLs should normally be AP3, and if all 5 shots were AP3 and costed fairly, it wouldn't be OP. But yeah, at AP2, I'd almost say it doesn't even need sponsons, that thing is going to hunt vehicles just fine with no other tools on it.
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![[Post New]](/s/i/i.gif) 2013/10/14 11:11:27
Subject: Design a new vehicle for your army
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Frightening Flamer of Tzeentch
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Army: CSM/Cultists
Rebel gun car gang
Basically, civilian cars, repurposed for battle.
Fast attack
BS:3 FAV:9 SAV:8 RAV:8 HP:2
Type: Fast
Weapon: Turret-mounted heavy stubber.
Basic squad: 3 gun cars, 75 pts.
Options:
May add up to 6 gun cars for 25 pts each
Any gun car may exchange its heavy stubber for:
- Grenade launcher - 5 pts
- Heavy flamer - 5 pts
- Autocannon - 10 pts
- Missile launcher - 10 pts
Any gun car may upgrade its weapon to twinlinked for +5 pts
Any gun car may be upgraded with bullet shield for +5 pts.
Bullet shield provide 4+ save against weapon with S4 or less. This save counts as armour save and can be negated with AP4 or less.
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"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 |
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![[Post New]](/s/i/i.gif) 2013/10/14 12:38:40
Subject: Design a new vehicle for your army
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Longtime Dakkanaut
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Mezmerro wrote:Army: CSM/Cultists
Rebel gun car gang
Basically, civilian cars, repurposed for battle.
Fast attack
BS:3 FAV:9 SAV:8 RAV:8 HP:2
Type: Fast
Weapon: Turret-mounted heavy stubber.
Basic squad: 3 gun cars, 75 pts.
Options:
May add up to 6 gun cars for 25 pts each
Any gun car may exchange its heavy stubber for:
- Grenade launcher - 5 pts
- Heavy flamer - 5 pts
- Autocannon - 10 pts
- Missile launcher - 10 pts
Any gun car may upgrade its weapon to twinlinked for +5 pts
Any gun car may be upgraded with bullet shield for +5 pts.
Bullet shield provide 4+ save against weapon with S4 or less. This save counts as armour save and can be negated with AP4 or less.
I quite like this idea actually!  . Personally I think you should just swap the bullet shield for extra armour for 10 points each - bump the armour values up by 1. Other than that a solid one - now just find me some models
G.A
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G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint! |
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![[Post New]](/s/i/i.gif) 2013/10/14 12:42:58
Subject: Design a new vehicle for your army
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Frightening Flamer of Tzeentch
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Toy car + IG HWT + a bit of greenstuf
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"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 |
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![[Post New]](/s/i/i.gif) 2013/10/14 13:28:30
Subject: Design a new vehicle for your army
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Longtime Dakkanaut
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You sir are a genius!
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G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint! |
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![[Post New]](/s/i/i.gif) 2013/10/14 14:04:47
Subject: Re:Design a new vehicle for your army
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Lord of the Fleet
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Chaos Black Altar The Black Altars have rarely seen the battlefield in recent years. Once a common sight amongst Traitor Legions, in particular the Word Bearers, such relics of bygone days have either been lost to the ravages of time, or sealed within the deepest vaults of monasteries dedicated to the Ruinous Powers. Such items however are still encountered occasionally, mounted atop a converted Land Raider chassis, accompanied by a high-ranking Dark Apostle, whos purpose is to instill fear amongst his enemies and to bolster the morale of his subordinates. However, there are times when not even the darkest relics contained within the Altar can stir the Ruinous Powers' attentions, at which point the Apostle is forced to offer a blood sacrifice. The internal hold of the Land Raider is used as a holding cell for those "chosen" for such a task. Within the once-proud war machine, groups of human and sometimes even xenos species huddle in masses, most against their will, waiting for the moment when the Apostle's assistants will pluck them from the hold and spill their blood upon the black slate of the unholy Altar. Black Altar: 350 Points Tank, Open Topped BS4 Armour: F14 S14 R14 HP4 Transport Capacity: 1 Dark Apostle included in the base points value + 20 Cultists (not included). The Dark Apostle is armed with the standard loadout and may not be upgraded further. Note that due to the nature of the artefact, only Cultists and the Dark Apostle can embark upon the vehicle. Weapons 2 Sponson Twin-Linked Lascannons Dark Altar of Chaos Special Rules Assault Vehicle Daemonic Possession Black Altar of Chaos: The altar allows the Dark Apostle to use one of the following spells each turn. Such spells are counted as Psychic Attacks, but do not require a Psychic Test, although they may be blocked by means such as Deny the Witch as usual. Note that the vehicle is not counted as a Psychic Pilot, and therefore will not be affected by weapons which specifically target Psykers. - Blessings of the Unholy: This is a blessing with a range of 12". Pick a single friendly model within range. The selected model must take a Toughness test, taking a S4 Ap2 hit if failing. Regardless of wherever he passes or fails the test, the model may then immediatly roll on the Chaos Boon table, re-rolling Spawnhood and Dark Apotheosis results. - Horrific Incantation: This is a witchfire power with the following profile: Range: 36" S- Ap3 Heavy 1, Large Blast The strength of the shot is equal to D3 + the current turn number. Eg a shot fired on Turn 3 will have a Strength value of 3+D3 - Runious Enlightenment: This is a blessing with a range of 6". Choose a single friendly model within range. The chosen unit may re-roll any rolls of 1 until the end of the player turn. - Spectral Anomalies: This is a malestrom power with the following profile Range 12" S5 Ap- Heavy D6, Rending Sacrificial Altar: You may choose to sacrifice members from a unit of Cultists embarked upon the Dark Altar to boost the Dark Altar's power. After choosing the Altar's power for that turn you may remove Cultists from the unit to change the power's effects by the following manner: - Blessing of the Unholy - Costs D6 Cultists: The selected model may re-roll the Toughness test if failed. - Horrific Incantation - Costs D6 Cultists: The Strengh value is D6 + Turn number rather than D3 - Ruinous Enlightenment - Costs 2D6 Cultists: The range of the power is increased by 6" - Spectral Anomalies - Costs D6 Cultists: The power inflicts 2D6 hits rather than D6. Note that models sacrificed in this manner do not generate any form of victory point for the enemy, nor will this effect cause them to take a Morale Check. Also note that the Cultists sacrificed can be from any unit currently embarked, not necessarily one which began the game embarked upon the Altar. So imagine a Land Raider. Remove the top of the hull and place the Apostle and the Altar at the back near the engines. The rest of the insides are just a holding cell for Cultists waiting to be sacrificed.
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This message was edited 1 time. Last update was at 2013/10/14 14:04:59
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![[Post New]](/s/i/i.gif) 2013/10/14 21:51:45
Subject: Re:Design a new vehicle for your army
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Grovelin' Grot
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Ork Boydroppa
I have seen things like this in the fluff (Roks) but I've never seen a model for it. Not sure if FW makes these.
Very similar to a SM drop pod, but a little orkier. Carries 12 models (Or 6 in mega armour, 3 killa kans, or 1 deff dread). When rolling to scatter, roll the scatter die and 2D6. On a double 6, the boydroppa will drift 1D6" and explode (S6, large blast), killing the occupants of the drop pod instantly (occupants in mega armour, or killa kans can save on a 6+, Deff Dreads on a 5+)
Don't know if the explosion should be more powerful... I'd imagine that anything underneath it when it hits the ground would be completely obliterated but everything within the radius of the explosion would be sprayed with shrapnel. Maybe place the Boydroppa, any models underneath are destroyed, then put a large blast template over that? Dunno
Average speed and decent armour but otherwise a simple, expensive box.
You mean it's a... METAL BAWKS?
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This message was edited 2 times. Last update was at 2013/10/19 10:37:11
Armies:
(Angry marines) - Soon!
You're rich! You're flashy! You 'ave a proppa Orky stoutness about your belly! And you've got more big, shooty, and dead 'ard gear than any 2 other Orks put together. Da uvver clans orta make way for da Bad Moons!
Void__Dragon wrote:Doors in 40k are really big.
Those that are too small are made bigger by the Marine's entrance. |
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![[Post New]](/s/i/i.gif) 2013/10/17 03:07:53
Subject: Design a new vehicle for your army
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Been Around the Block
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Dark Angels flyer.
Battle Fury Gunship
3Hp
F S R
13 13 12
BS4
Weapons
2 Twin-linked Heavy bolter
1 Twin-linked lascannon
2 Cyclone missile launchers
1 Hell tide chain-cannon
Helltide chain cannon S7 AP5 Heavy 6
Searchlights
Flyer, Strafing run, Ground attack mode
Ground attack mode turns the model into a heavy skimmer with a maximum move distance of 3 inches for the duration of the turn while all its weapons fire with ballistic skill 5 with precision shot
Swap the heavy bolters for twin auto cannons for 15 pts each
Swap the lascannons for twin autocannons for no cost.
May purchase extra armor for 10 points
350 points sound good for a ground attack gunship?
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![[Post New]](/s/i/i.gif) 2013/10/19 07:45:00
Subject: Re:Design a new vehicle for your army
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Mysterious Techpriest
Fortress world of Ostrakan
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It's not entierly new, but it's upgraded apoc vehlcle for regular 40k.
Macharius Heavy tank - IG
Cost: 325p
Unit type: Tank
Unit composition: 1 Macharius
Heavy support choice
AV 14/13/12
BS 3
HP: 6 (Instead of 2 SP)
Wargear: Two Battle cannons (counts as one weapon)
Hull mounted twin-linked Heavy Stubber
Two side sponsons with Heavy Stubber
May take H-K missilee +10p
Pintle mounted Storm Bolter or Heavy Stubber + 10p
May exchange its sponson weaps. for HB or Heavy Flamers +20p (Inetad of 10. Now same price like on 5th dex)
Difficule terrain: Macharius can ignore low walls, hedges, bushes and rubble difficult terrain. Other types of difficult terrain it tests as normal.
Variants
Vanqisher: +50p
Vulcan: +80p (Vulcan Mega bolter)
Omega: +30p (Plasma Blast gun)
Weap. stats:
Battle cannon - 72'' S8 AP2 Ordnance 2, Large blast
Vanquisher - (Blast shell) 72' S8 AP3 - Ordnance 2, large blast
(AP shells) 72'' S8 AP2 - Heavy 1, twin-linked, armourbane.
Vulcan mega bolter - 68' S6 AP3 - Heavy 15
Plasma Blastgun - (pulsed) 60'' S7 AP2 - Ordnance 3, Large blast
(maximal) 72'' S9 AP2 - Ordnance 3, large blast, gets hot
Any sugestions?
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![[Post New]](/s/i/i.gif) 2013/10/27 20:19:12
Subject: Re:Design a new vehicle for your army
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Grovelin' Grot
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Here's another one. Not really a vehicle, more like a MC, but here goes:
Ripper Matriarch
M6, WS2, BS3, T4, W3, I3, Ld 8
Wargear: Claws (standard Hormagaunt-style claws), Feeder Tendrils, Ripper Tubes
Ripper tubes:
The back of the Ripper Matriarch is covered in tubes. These tubes fire eggs in huge arcs, like a mortar. These eggs work like miniature mycetic spores, cracking open on impact, letting out a single ripper. All of the tubes are fired at once, firing dozens of eggs a huge distance. This lets the Matriarch fire entire ripper swarms long distances.
Fires a ripper swarm 60", scatters 2D6"
The Matriarch can also release a ripper swarm when fired upon, using the "Look Out, Sir!" rules, can also release a ripper swarm when assaulting or assaulted to assist in combat.
Finally, the Matriarch can release a ripper swarm in base-to-base contact during the shooting phase
The Matriarch essentially allows ripper swarms to deep strike within 60" of it during the shooting phase
I think it probably is a bit too OP at the moment, so has to be nerfed a bit
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This message was edited 1 time. Last update was at 2013/11/01 15:48:46
Armies:
(Angry marines) - Soon!
You're rich! You're flashy! You 'ave a proppa Orky stoutness about your belly! And you've got more big, shooty, and dead 'ard gear than any 2 other Orks put together. Da uvver clans orta make way for da Bad Moons!
Void__Dragon wrote:Doors in 40k are really big.
Those that are too small are made bigger by the Marine's entrance. |
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![[Post New]](/s/i/i.gif) 2013/10/28 00:12:16
Subject: Re:Design a new vehicle for your army
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Infiltrating Broodlord
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Chaos Daemons
Warpworm (think of it as a Mawloc and a Landraider)
Can be taken as a dedicated transport for any of the four god's lesser daemons
Cost: 140 points as either a FA or HS choice (I can't decide) and 120 points as a transport
AV 13/10/13 (it's a long skinny thing, shooting it in the face or the butt doesn't do much, but it's pretty vulnerable on the sides)
Daemon, Assault Vehicle, No firing points, one access point (mouth), effervescent vomit, burrow, capacity: 10
Equipment: None, but can take the following,
Marks (if taken as a dedicated transport, must carry the mark of the God of its passengers)
Khorne -20pts, like the skull cannon, it gains D6 str7 ramming hits
Tzeentch - 5pts, reroll saves of 1
Slaanesh - 10pts flat outs an additional 6" and prevents over watching within 6"
Nurgle -15pts shrouded and It Will Not Die!
Weapons
Tongue lash -30pts kind of like a lash of Slaanesh/assault cannon. 2d6 Str 6 Ap- and has Rending
Baleful torrent -30pts (same as drake and grinder) Str 6 Ap 3 template with torrent
Teeth - 10 pts increases the strength of the burrow large blast template
Rules:
Daemon (self explanatory) 5+ invuln and can be affected by Other daemon stuff
Burrow - this vehicle, must begin in reserves, with it's passengers if it was bought as a dedicated transport. On turn 2, on a 3+, you may place a large blast (with profile Str 4 ap2, Str 5 if the worm has teeth) that scatters a full d6, all models are removed as normal with saves allowed, then the warp worm is placed on top of the template and all models in the way are moved up to 6" from their position to make room while still remaining in unit coherency. All models that can not be moved as such are removed as well with no saves allowed. The worm can choose on at the beginning of any subsequent, controlling players turns and return to the battlefield using the same rules the turn following.
Assault vehicle - this one is slightly different, it is the same rule, meaning units disembarking can immediately do so but die to the nature of the beast, the usual "no assaulting after deep striking" rule does not apply to the worm's passengers.
Effervescent vomit: same as a land raiders frag launchers. All units assaulting after disembarking from this vehicle count as having assault grenades
Fluff: hailing from a deep dark daemon world where there is only night and large subterranean worms ply through the depths of the earth bearing daemons and the damned inhabitants of the surface, Warpworms have evolved to be all consuming omnivores. Their passengers have gained access and trust by feeding first their enemies to sate the worms appetite and then themselves to wrest control from the inner nerve cluster. The worms being simple but violent creatures do not care much for being controlled but as long as they're lead to ever greater quantities of food, they abide by their new master. Some who have led great raids into other daemon worlds and realspace have utterly spoiled their worms leading them to grow to monstrous proportions and actually develop a sort of infernal bond with their controllers. These then become the conductors and drivers for the warp's most terrifying strikes into the heart of reality.
(This could also be a train like the Daemon engine from the Ultramarines novels, but I figured a worm would be cooler and more daemon-y)
So is it too OP?
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![[Post New]](/s/i/i.gif) 2013/10/28 00:40:53
Subject: Design a new vehicle for your army
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Powerful Phoenix Lord
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Just out of curiosity, did anyone create an assault transport for Eldar yet?
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2013/10/28 12:44:50
Subject: Re:Design a new vehicle for your army
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Longtime Dakkanaut
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Daba wrote:Another idea for the Eldar 'Assault Vehicle' - based on the Epic Storm Serpent
Gale Serpent Mobile Webway Portal (125 points, Fast Attack)
BS4, AV: 12/12/10 (F/S/R)
Fast Skimmer Tank Assault-vehicle
Twin-linked Shuriken Catapults, Shuriken Cannon, Gale Serpent Portal
Gale Serpent Portal
At the start of the game, one infantry unit per Gale Serpent may be kept in reserve. You may choose any turn to keep that unit in reserve rather than rolling, or you may choose to roll as normal.
When any infantry unit comes on from reserves (as long as they were not outflanking or deep striking), it may come into play via the Gale Serpent Portal as an access point; if it cannot, the unit is placed into ongoing reserves. When a unit disembarks from the Gale Serpent, the Gale Serpent may only move at combat speed during the movement phase, and only one unit may disembark from each Gale Serpent per turn.
Options
It may take any vehicle upgrades from the Eldar vehicle upgrade list.
Upgrade the twin-linked Shuriken Catapults to a single Shuriken Cannon.
Upgrade the Shuriken Cannon to:
Scatter Laser - 5 points
Star Cannon - 5 points
Bright Lance - 5 points
Eldar Missile Launcher - 15 points
Here you are Happyjew - courtesy of Daba on page 3. It might not exactly be what you had in mind though....
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G.A - Should've called myself Ghost Ark
Makeup Whiskers? This is War Paint! |
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![[Post New]](/s/i/i.gif) 2013/10/28 15:51:26
Subject: Re:Design a new vehicle for your army
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Irked Necron Immortal
gravesend kent
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Resurrection barge 180pts
looks like an annihilation barge but instead of a tesla destructor it carries a huge orb, has side mounted gauss/tesla cannons and a arc dimensional cannon underneath
heavy support
type:skimmer,open topped
BS:4 FA:11 SA:11 RA:11 HP:3
wargear: two gauss cannon(can be exchanged for tesla cannons for free), Quantum shielding
Arc dimenional cannon: RNG:24'' STR6 AP3 ASSAULT1 LARGE BLAST
Resurrection orb: it grants all necron units with the reanimation protocols special rule within 12'' of the barge a 4+ RP roll and gives the barge it will not die>
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6th ed w/l/d
=3000pts 39/19/2
The Mavelance Dynasty=4000pts 28/42/6
short stories:
http://www.dakkadakka.com/dakkaforum/posts/list/558468.page
http://www.dakkadakka.com/dakkaforum/posts/list/0/558967.page#6170866
http://www.dakkadakka.com/dakkaforum/posts/list/559971.page |
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![[Post New]](/s/i/i.gif) 2013/10/28 18:10:06
Subject: Re:Design a new vehicle for your army
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Pustulating Plague Priest
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Palace of Pleasure - 135 points
Type: Heavy, skimmer
BS - 3 / F - 12 / S - 12 / R - 12 / HP - 2
Transport - Up to 20 Daemonettes of Slaanesh
Wargear:
Alluring Speakers - Affects one unit within 18" of the palace. Unit takes a leadership test. If the test fails, units move 6" towards the palace. Counts as a shooting attack.
Special rules:
Horror Within decadence - The horrors inside these Slaaneshi palaces are known to break a man's spirit outright. At the start of each phase, all models whithin 1" of the palace must take a leadership test. Models that fail the leadership test are removed as casualties. They have been drawn inside the Palace.
Edit: Just learned what a harem is. Changed the name. Sorry if anyone was offended.
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This message was edited 4 times. Last update was at 2013/10/28 19:46:39
Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD! |
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![[Post New]](/s/i/i.gif) 2013/10/28 19:29:33
Subject: Design a new vehicle for your army
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Swift Swooping Hawk
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doktor_g wrote:Ork looted wagon:
Take a tank or vehicle from any codex with any load out. All special rules still apply. Weapon range reduced by 25%. Av -1 on all sides. Same point cost. BS = 2. HP = -1
Doctor_g --
I like it!! but I would think that Orks just throw more slabs of metal on the vehicle to make more "Orky" how about since you lose a point of armor on each location, bump the HP up by one instead of the loss of an HP. More Metal!!!!
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-3500+
-1850+
-2500+
-3500+
--3500+ |
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![[Post New]](/s/i/i.gif) 2013/10/28 21:05:53
Subject: Re:Design a new vehicle for your army
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Regular Dakkanaut
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Land Raider Nike
180 points
Dedicated Transport
Unit Composition - 1 land raider Nike
Unit Type - Vehicle (Tank)
Wargear - Dozer Blade, Extra Armour
Transport Capacity - 8 Jump Pack equipped Space Marines - may not carry a SM if it does not have a jump pack
Special Rules - Assault Vehicle, Nok Smoke Launcher, Nike Launcher, Fast (Blood Angels)
Options - Searchlight -1 point, Hunter Killer Missile - 10 points
Fire Points - none
Access Points - special - see Nike Launcher
Special Rules
Nok Smoke Launcher - A multiuse smoke launcher. After each use roll a die. If there are still embarked troops, on a 1 the system is exhausted and cannot be used for the rest of the game. If there are no troops the system is exhausted on a 1 or 2.
Nike Launcher - The Nike assault launcher enables the SM to make a disembark while allowing them to use their jump packs. They may only disembark from the front of the Nike, and may only be placed in the front 45 degree angel as per a hull mounted weapon's fire arc, but do not have to be placed in base contact with the land raider, instead measure total distance from the front ramp of the Nike to the front of the model's base. The use of the assault launcher also allows the marines to move 12" as a disembark move and allow the use of the Skyborne rule. If the marines start or end their movement in difficult or dangerous terrain they have to make a dangerous terrain test. They may also use their jump pack in the same turn for the assault phase.
In the case of an emergency disembark the SM use the above rules except the marines only disembark 6' and automatically have to make a dangerous terrain test. If they would be required to take a dangerous terrain test due to existing terrain they are entering/leaving then each model suffers a Wound on a 1 or 2 instead of a 1.
Due to the design of the launching system SM cannot embark upon a Nike during battle, they have to start the game deployed on the Nike.
History (very liberal here, I don't read much GW novels)
After the Unification by the Emperor and his forces many of the heavily populated and industrialized worlds had their defensive systems rebuilt and modernized. The powerful air defense and artillery batteries proved a great boon to the populace against xeno encroachment. But after the Horus Heresy some governors of these worlds tried to break away from the Imperium. The Blood Angels found that trying to use drop pods and Thunderhawk transports anywhere near the large population centers of some of these worlds was nearly suicide, and the overland approach long and designed to bleed them of their strength. However, with the overcharged engines and rugged design land raiders would be able to cross large distances rapidly and shrug off attacks that would leave rhinos and razorbacks wrecks. These marvels however were unable to transport the Blood Angel's premier troop, their jet pack equipped assault troops. Calling upon the Adeptus Mechanicus the machine men of Mars developed the Nike variant of the land raider. A few production runs of this variant were built and deployed with the Blood Angels on these recalcitrant worlds.
The Nike land raider uses a nearly prototype system which locks the marines into shock harnesses and practically loads them into the vehicle. The Nike AL then plugs into the marine's jump pack and feeds it fuel and causes the jump pack to maintain a continuous, but not full strength, burn as the land raider enters a conflict zone. This continuous burning would normally cause a massive build up of toxic and corrosive exhaust that would damage the land raider and possibly kill the marines inside. In order to overcome this problem the land raider has a powerful exhaust system which vents along the bottom sides of the land raider in vents much like that of previous era vector thrust nozzles. Making good use of the exhaust the Adeptus Mechanius linked this into a more powerful smoke generator system to allow the Nike to move under cover while in combat. When it comes time for the marines to leave the Nike the system brings their jump packs to full power, and beyond. A ram system that is part of the harness then helps launch the marine through one of four irises on the front of the land raider. The system can launch all eight marines in under a few seconds. However, getting back inside the vehicle is a lengthy, difficult process that would leave any marine attempting in combat too exposed for too long to be feasible, making it impossible for marines to get back on the transport while under fire.
The spearhead of the Blood Angels attack with standard land raiders carrying terminators the Nike and its assault crews proved able to overcome the rebellious governments and once again establish the might and the will of the Emperor on these worlds. However, despite it effectiveness in the role, its lack of weaponry, limited transport capability, inflexibility troop type, and inability to board during combat rapidly saw the Nike falling out of favor over more traditional land raiders variants. Within a few generations the Nike had entirely disappeared from the Blood Angels armories. Their story does not end there. For some of the Blood Angel's less well supplied successor chapters still house these ancient vehicles. These chapters religiously maintain them, and with the rugged design of the land raider and the Nike and Nok systems keeping them in service has not been a terrible chore.
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This message was edited 1 time. Last update was at 2013/10/29 11:23:21
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![[Post New]](/s/i/i.gif) 2013/11/01 15:51:31
Subject: Design a new vehicle for your army
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Grovelin' Grot
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FarseerAndyMan wrote: doktor_g wrote:Ork looted wagon:
Take a tank or vehicle from any codex with any load out. All special rules still apply. Weapon range reduced by 25%. Av -1 on all sides. Same point cost. BS = 2. HP = -1
Doctor_g --
I like it!! but I would think that Orks just throw more slabs of metal on the vehicle to make more "Orky" how about since you lose a point of armor on each location, bump the HP up by one instead of the loss of an HP. More Metal!!!!
This is pretty much exactly like what looted vehicles were like in the Second Edition Ork codex... Honestly, how looted wagons should be!
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Armies:
(Angry marines) - Soon!
You're rich! You're flashy! You 'ave a proppa Orky stoutness about your belly! And you've got more big, shooty, and dead 'ard gear than any 2 other Orks put together. Da uvver clans orta make way for da Bad Moons!
Void__Dragon wrote:Doors in 40k are really big.
Those that are too small are made bigger by the Marine's entrance. |
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![[Post New]](/s/i/i.gif) 2013/11/03 20:11:48
Subject: Design a new vehicle for your army
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Ultramarine Librarian with Freaky Familiar
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Land Raider Ignatus
BS: 4
Front Armour: 14
Side Armour: 14
Rear Armour: 14
Hull Points: 4
Type: Tank, Transport
Can transport 6 models. Terminators count as two models.
Wargear: Hull mounted twinlinked plasma cannon, two sponson mounted twinlinked ignatus cannons, searchlights, smoke launchers
Ignatus Cannon
Range: 36"
Str: 7
AP: 2
Type: Heavy 2, Blast, Gets Hot!
Special Rules: Power of the Machine Spirit, Chapter Tactics, Plasma Overcharge
Plasma Overcharge: Once per game, if the Land Raider Hades did not move this turn, it may fire it's hull mounted plasma cannon and both sponson mounted ignatus cannons twice. Automatically Appended Next Post: Haven't thought of a points value yet. Any help?
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This message was edited 1 time. Last update was at 2013/11/03 20:12:33
They/them
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![[Post New]](/s/i/i.gif) 2013/11/04 00:28:11
Subject: Re:Design a new vehicle for your army
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Stealthy Dark Angels Scout with Shotgun
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General Annoyance wrote:Ork Rokkit Buggy - Need help with value!
As the speed freak kults grow bigger and bigger, the variety of contraptions that the rest of the galaxy witness becomes wider, more dangerous, and more downright mad. One such new vehicle to sprout up more and more is a light machine known as a Rokkit Buggy. These mad adaptations of "regular" warbuggies involve a Mek attaching a large rack of high explosive, rocket propelled canisters to the back of the chassis instead of a normal weapon mount. These buggies are then rolled into a war zone, their pilots driving at insane speeds while unleashing a devastating volley of rudimentary explosives in the general direction of the enemy. The rate of fire of the rockets it typically similar to an automatic weapon, meaning that the canisters slam into enemy lines in a constant mass. Naturally, being Ork technology, this loadout doesn't come without its risks. Many rockets veer off course, hitting friendly avancing forces, while others fail to fire at all. The biggest risk is the rack of rockets detonating as the primer is ignited - an extremely entertaining sight for any Ork that isn't within 100 metres of the buggy in question. However, despite its flaws, biggest being the driver firing off his rockets in one very trigger happy volley - swiftly leaving him without ammunition - the Rokkit Buggy is an Ork vehicle to be feared. Fast, agile (for Ork standards at least), and packing a awesome punch, it is a fool indeed who stays within a Rokkit Buggy's rusty rangefinders for more than a few seconds - the responding barrage is enough to flatten the toughest of fortifications or the strongest of mobile armour.
Type - Vehicle, Fast, Open Topped
Bs - 2
Armour - 10 - 10 - 10
HP - 2
Wargear - Hull mounted shoota, rear mounted Rokkit Rack
Rokkit Rack Range - 48"
Regular - St - 6 Ap - 4 Assault 1, pinning
Big Barrage - St - 8 Ap - 3 Heavy 1, Ordnance, Pinning, Blast
Special rules
Rokkits.... AWAY! - Each rocket barrage has a varied level of canisters launched. Before the Rokkit Rack is fired, roll a D6. On a 1, an early primer trigger has occurred. The buggy is sent skywards in a roiling explosion of oil and flying Rokkit canisters. Treat the buggy as though it has suffered a "destroyed" result on the vehicle damage table, except the explosion range is 3d6. On a 2, the rockets have gone out of control - your opponent may re roll the scatter dice if he wishes, with the second result applying, or pick another target within 3d6 if it's a standard barrage. Regardless of the result, add on the number rolled to the number of rockets fired this turn... even if the buggy exploded.
Big Barrage - Most Mekboys fit a fast trigger that can prime all the rokkits at once. If the player chooses to use the Big Barrage, follow the rules above, using the "Big Barrage" profile above too. After this volley, the driver has exhausted his ammo supply - the rokkit rack cannot be fired for the rest of the game.
Hope you enjoyed reading!
Not an Ork player, but man that would be fun to see!
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This message was edited 1 time. Last update was at 2013/11/04 02:08:06
Watchers in the Dark 6000+
Tau 3000
The Fallen 3000
IG 3000
Iyanden 2000 |
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![[Post New]](/s/i/i.gif) 2013/11/04 00:53:46
Subject: Re:Design a new vehicle for your army
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Regular Dakkanaut
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Traitor Guard stalker tank: four-legged armored sentinel with moves through terrain, fleet and two heavy weapon options.
Actual chaos land raiders would be nice. Bale flamers, hades autocannons, sonic weapons, ecto-plasma cannons etc.
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While they are singing "what a friend we have in the greater good", we are bringing the pain! |
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![[Post New]](/s/i/i.gif) 2013/11/05 00:13:39
Subject: Design a new vehicle for your army
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Boosting Black Templar Biker
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Giant Floatee Squigz. 100pts
Some grots have found some special fire breathing squigs and bolted their lips shut, the increase in flammable gasses causes the squigs to float and a small crew of grots have lashed a few squigs together to make a floating platform, from which they hurl bombs at the targets below.
movement 24 inches scattered
Armour 10 all round
on the owning players turn, they must roll a d6, on a 6- or on a penetrating hit - one of the squigs explodes ignited the entire contraption sending it crashing to the ground 2d6 scattered, place the large blast marker over its landing point. Any model underneath suffers a heavy flamer hit
HurlyBombs - The player can place up to 6 small blast templates along the path the contraption travels which always scatter d6.
S7ap4
Da Orkenburg 280pts
Flyer, Grot Navigashuns, windy
BS3
Armour: F12 S12 R12
HP3
Weapons
2 big shootas
1Rokkit launcher
hurly bombs
Can take:
2 more big shootas 10pts each
BiggBombz 20pts instead of hurly bombs. Place 3 large blast markers instread, St8ap3
Grot Navigashuns: Rather than usual flyer movement, the orkenburg always moves 24 inches
Windy: due to its massive size it can be pushed around by the wind. roll 3d6 each turn and a scatter dice and take the lowest two, the orkenburg is pushed off course by this much
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10000+pts
2000pts
No pity! No remorse! No fear
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![[Post New]](/s/i/i.gif) 2013/11/05 08:34:08
Subject: Re:Design a new vehicle for your army
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Heroic Senior Officer
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Ragnarok Heavy tank: Heavy support choice for DKoK Siege regiment and armored brigade lists, can be squadronned 1-3
BS: 3
Front Armour: 14
Side Armour: 13
Rear Armour: 11
Hull Points: 3
Type: Tank, heavy
Wargear: Ragnarok Demolisher cannon, 2 heavy stubbers on sponsons, searchlight, smoke launchers
Ragnarok Demolisher cannon
Range: 36"
Str: 10
AP: 2
Type: Heavy 1, Large Blast, Ordnance
Special Rules: Lumbering Behemoth, Trench War tank
Trench War tank: You never take Dangerous/Difficult terrain test, but you cannot go at cruise speed.
Option: May swap its heavy stubbers for heavy flamers for 5 pts, may take all the other IG vehicle upgrades for their relevant point costs.
170 pts
Now it doesn't really fill a hole in the Krieg pdf, but I assume that it would just replace the Leman Russ and then we'd strap a few million variants of it.
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This message was edited 1 time. Last update was at 2013/11/05 08:40:11
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![[Post New]](/s/i/i.gif) 2013/11/12 06:45:40
Subject: Re:Design a new vehicle for your army
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Regular Dakkanaut
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Tau Skyfish Gunship
BS: 4 / Front: 11 / Side: 11 / Rear: 10 / HP: 3
Type: Vehicle (Flyer)
Armaments:
- one nose-mounted Ion Cannon
- two wing-mounted High-Yield Missile Pods
- Decoy Launchers
Tau Raystrike Gunship
BS: 4 / Front: 13 / Side: 11 / Rear: 10 / HP: 3
Type: Vehicle (Tank, Skimmer)
Armaments:
- one Twin-Linked Railgun
- one twin-linked Smart Missile System
- Shield Generator
- Automated Repair System
Rules:
- AI Controlled: Longstrike cannot be taken as an upgrade to the Raystrike Gunship. <-- for balance, because BS5 Twin-Linked would very-rarely miss!
- Extreme Firepower: So long as the Raystrike remains stationary, it can fire its Twin-Linked Railgun at Ordnance 1 instead of Heavy 1. However, doing so reduces the Invulnerable save provided by the Shield Generator to 5+ until the controlling player's next turn.
Necron Aeonic Orb (Apocalypse only model)
BS: 5 / Front-Side-Rear: 14 / HP: 4 / SP: 4
Type: whatever the Monolith is plus Super-Heavy
Armaments:
- Aeonic Orb (Range: 96" / Strength: D / AP: 1 / Ordnance 1, 10" Blast, Shield Breaker (Inv. saves must be re-rolled), Incineration (FnP and IWND rolls cannot be taken))
- Twin-Linked Particle Whip
Rules:
- Particle Destruction: The Aeonic Orb can use its Twin-Linked Particle Whip for Overwatch even when locked in close-combat.
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This message was edited 3 times. Last update was at 2013/11/12 06:54:53
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![[Post New]](/s/i/i.gif) 2013/11/13 12:05:20
Subject: Design a new vehicle for your army
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Warplord Titan Princeps of Tzeentch
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I fail to see what are either of the two tau supposed to do that is not covered by existing things.
Skyfish is a barracuda with slightly more firepower. (as if its not good enough already)
Raystrike is a +1 railgun hammerhead. (and would render the hammerhead obsolete)
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2013/11/13 16:23:02
Subject: Re:Design a new vehicle for your army
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Fireknife Shas'el
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Land Raider Titan
The Black Cell rarely uses transports, instead relying on infiltration to get up close to the enemy, and because of this, they have modified nearly all of their vehicles to accept nearly any weapon type. 90% of their Rhinos are now Razorbacks or Whirlwinds, but their most devastating creation is their exclusive Titan-pattern Land Raider, which trades its transport capability for ammunition or power cell storage. Able to be outfitted with a huge selection of weapons, the Land Raider Titan is the Black Cell's final word in armored tanks.
Land Raider Titan- 170 points
BS4 F14 S14 R14
Unit Type: Vehicle (Tank)
Weapons: Turret twin-linked Heavy Bolter
Transport: none
Fire Points: none
Options:
May replace turret Heavy Bolter with one of the following:
- Two Plasmaguns.........................................15 points
- Twin-linked Assault Cannon..........................20 points
- Twin-linked Multi-melta.................................20 points
- Twin-linked Plasma Cannon..........................25 points
- Typhoon Missile Launcher............................25 points
- Twin-linked Lascannon.................................25 points
- Twin-linked Grav-cannon...............................35 points
A Land Raider Titan may also have two side sponsons with are both armed with one of the following:
- Two twin-linked Heavy Bolters...............15 points
- Hurricane Bolters.................................20 points
- Two twin-linked Plasmaguns.................25 points
- Flamestorm Cannons...........................30 points
- Twin-linked Multi-meltas........................30 points
- Twin-linked Autocannons.......................30 points
- Twin-linked Lascannons........................35 points
- Typhoon Missile launchers....................40 points
- Twin-linked Assault Cannons.................40 points
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![[Post New]](/s/i/i.gif) 2013/11/13 19:53:21
Subject: Re:Design a new vehicle for your army
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Stone Bonkers Fabricator General
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DE Lancer
105 points
FA choice (looks like the Ravager model)
11/11/10 BS 4
Fast Skimmer Open Topped
Transport Capacity 5 models
Weapons:
3 Twinlinked Flame Lances
A flame lance can be fired as a Heat Lance or as a Flamer(both of which would benefit from being twinlinked in this case)
Can move 12" and fire all weapons
Darkness field whenever a unit fires at the Lancer, roll a D6 and deduct it from the range of each model firing. Any shot that is out of range automatically misses. Stacks with Night Shield if taken.
So basically it is a really deadly, really short ranged, fragile skimmer. If it gets within 9" it has 3 twin linked shots at str6 with the melta and lance rules. It will utterly destroy a land raider if given half a chance, but it isn't very durable. It has some resistance to short ranged weapons, if you take a Nightshield, but with it being so close they still may not take that much of of range.
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This message was edited 1 time. Last update was at 2013/11/13 19:54:08
Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2013/11/14 03:19:20
Subject: Re:Design a new vehicle for your army
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Lone Wolf Sentinel Pilot
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McNinja wrote:Land Raider Titan
The Black Cell rarely uses transports, instead relying on infiltration to get up close to the enemy, and because of this, they have modified nearly all of their vehicles to accept nearly any weapon type. 90% of their Rhinos are now Razorbacks or Whirlwinds, but their most devastating creation is their exclusive Titan-pattern Land Raider, which trades its transport capability for ammunition or power cell storage. Able to be outfitted with a huge selection of weapons, the Land Raider Titan is the Black Cell's final word in armored tanks.
Land Raider Titan- 170 points
BS4 F14 S14 R14
Unit Type: Vehicle (Tank)
Weapons: Turret twin-linked Heavy Bolter
Transport: none
Fire Points: none
Options:
May replace turret Heavy Bolter with one of the following:
- Two Plasmaguns.........................................15 points
- Twin-linked Assault Cannon..........................20 points
- Twin-linked Multi-melta.................................20 points
- Twin-linked Plasma Cannon..........................25 points
- Typhoon Missile Launcher............................25 points
- Twin-linked Lascannon.................................25 points
- Twin-linked Grav-cannon...............................35 points
A Land Raider Titan may also have two side sponsons with are both armed with one of the following:
- Two twin-linked Heavy Bolters...............15 points
- Hurricane Bolters.................................20 points
- Two twin-linked Plasmaguns.................25 points
- Flamestorm Cannons...........................30 points
- Twin-linked Multi-meltas........................30 points
- Twin-linked Autocannons.......................30 points
- Twin-linked Lascannons........................35 points
- Typhoon Missile launchers....................40 points
- Twin-linked Assault Cannons.................40 points
I'd honestly say this needs a price hike, even with paying for upgrades, or else you may start straying into the heretical realm of  . I'd say base price should be at least 200, otherwise it'd be the cost of a mid-value Leman Russ.
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