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2014/12/01 15:23:30
Subject: Return of the CHURCHTANK: A 1,950-point (& counting) superheavy for the Sisters of Battle
Ok, I'm totally gonna do this. It gives the Churchtank a real strategic purpose: It's a mobile Vortex Missile Battery that blows things up from a distance, then trundles over to shoot the remains with Titan-scale weapons and finally disembark infantry to secure the ruins.
A black steel cathedral on massive treads, the Battle Chapel uplifts the spirits of the faithful and crushes the bodies of the unclean. From each of its three towers fires a Titan-sized exemplar of the Adepta Sororitas' "holy trinity": a Melta Cannon and an Inferno Gun in the two front towers, a Vulcan-Mega Bolter equipped to sweep the sky of enemy aircraft in the lofty central tower. The Seven Seals -- blessed Vortex Missiles -- wait within its buttresses to be unleashed upon the enemy, whilst the Seven Veils -- a series of void shields -- protect the entire structure. 50 Battle Sisters can fire out from its galleries, while its capacious nave can hold 100 more Sisters or even Baneblade-class tanks, ready to roar out when the sacramental assault ramp drops down between the two forward towers. Choirs of Progena sing sweet hymns of hatred that, vastly magnified, emanate from the Battle Chapel in all directions, while a vast cloud of black exhaust pours constantly from the massive engines in back. Providing crew, escort vehicles, and forward scouts for such a juggernaut is typically the responsibility of an entire Minor Order Militant of the Adepta Sororitas.
Rules:
Spoiler:
BS:4 Armour 14/14/13 HP:27 Save:6++ Unit Type: Super-Heavy Vehicle
Wargear: Melta Cannon (front right tower) (72" S:10 AP:1 Ordnance 1, Apocalyptic Blast, Melta) Inferno Gun (front left tower) (Hellstorm S:7 AP:3 Primary Weapon 1) Vulcan Mega-Bolter (main tower) (60" S:6 AP:3 Heavy 15) Vortex Missile Battery (Range:Infinite S: D AP:1 Ordnance 1, Large Blast, Vortex) 7 Void Shields
Rites of Repair The Battle Chapel requires extensive onboard workshops to keep itself functioning. During battle, these specialists may attempt to repair an embarked vehicle or even the Battle Chapel itself, though the latter is a much more daunting challenge. Once per turn, during the Shooting Phase, you may attempt to repair one vehicle embarked on the Battle Chapel. On a roll of 2+, restore one Hull Point, one weapon lost to a Weapon Destroyed result, or undo an Immobilized result. The repaired vehicle may not disembark until the next turn. Alternatively, you may instead attempt to repair the Battle Chapel itself. On a roll of 5+, restore one Hull Point.
Siege Towers The Battle Chapel's forward towers providing not only firing platforms but boarding ramps to attack the upper levels of fortifications. Infantry models transported by the Battle Chapel may disembark directly onto any level of a ruin or building within 6" of the Chapel's front, including battlements.
Samsonic Ram: The Battle Chapel's front steps are in fact are massively reinforced ram designed to shatter the base of a fortification's wall with a blast of sonic vibration. Any building or immobile structure that is rammed by the Battle Chapel and takes a penetrating hit loses 1D3 Hull Points instead of one. Further, when ramming a building or immobile structure, the Battle Chapel gains the Wrecker special rule: Wrecker: Weapons and attacks with this special rule may reroll failed Armour Penetration rolls against fortifications and immobile structures (such as bunkers and barricades), and add +1 to any result rolled on the Building Damage chart. If this attack damages a bulkhead or wall section of terrain and destroys it, remove that section of terrain from play if possible.
Special Rules: Assault Vehicle
Awe-Inspiring: Songs of praise and pealing bells ring out from the Battle Chapel, clearly audible over the roar of battle, while its icons loom sternly over the fray. All friendly units within 12" of the Battle Chapel re-roll failed Morale, Fear, Pinning tests, and Act of Faith tests, and gain the War Hymns special rule. However, they may only use the "The Emperor Protects" and "Righteousness of the Emperor" hymns.
Auspex Maximus: The Battle Chapel's highest tower bristles with arcane sacramental sensors that can detect enemies. Thus guided and installed on an elaborate swiveling mount, the Adventus's Vulcan Mega-Bolter can engage enemy fliers and ground troops alike. At the start of each Shooting Phase, the owning player may give the Battle Chapel's Vulcan Mega-Bolter the Skyfire special rule for that phase.
Holy Light: As the massive war machine crashes into the enemy lines, its gilded armour gleaming and its sacramental spotlights blazing, the eyes of the evildoers are dazzled by a pure white light and their ears fill with celestial music. Then the faithful charge out of the vehicle and rip them apart. When a unit charges out of a transport with Holy Light, it counts as having assault grenades and inflicts a Blind attack on all enemies it is charging, resolved at Initiative 10.
Ponderous Beyond Belief: More a mobile building than a vehicle, the Battle Chapel has tremendous trouble maneuvering -- but then it rarely has to. During its Movement phase, the Battle Chapel may either move 6" directly forward or pivot up to 45 degrees, but not both. The Chapel may never move in the Shooting phase.
Reactor Meltdown If the Battle Chapel suffers a Titanic Explosion! result on the Catastrophic Damage table, its plasma reactor goes nuclear! All hits from this Titanic Explosion! are resolved as being from a Destroyer weapon.
Transport: Transport capacity: The Battle Chapel may carry models on two levels, which are treated separately: The Galleries may carry 50 infantry models and provide 50 fire points: 15 on each side, 10 front, and 10 rear. The Nave may carry 100 models, including Bulky, Very Bulky, and Extremely Bulky models. In addition, it may carry smaller vehicles, including other super-heavy vehicles, which take up 10 models' worth of room per Hull Point. Vehicles that are transports may carry models inside without taking up additional room in the Battle Chapel. Fire Points: 15 on each side, 10 front, and 10 rear. Access points: One at the front and one on each side.
Vortex Missile Battery: The Battle Chapel may fire a maximum of seven vortex missiles over the course of the battle. No more than one missile may be fired per Shooting phase. When the Battle Chapel suffers Catastrophic Damage, roll one dice for each remaining vortex missile. On a roll of 1-2, the missile explodes. Place the vortex’s blast marker on the centre of Battle Chapel, and then scatter it 2D6".
Options: May add up to three secondary gun mounts (one per tower), each armed with one of the following: - Exorcist Missile Launcher: 65 points - Flamestorm Cannon and twin-linked heavy bolter: 50 points - Magna-Melta (Range 18" S:8 AP:1 Heavy 1, Large Blast (5"), Melta): 70 points -Avenger Bolt Cannon (Range 36" S:6 AP:3 Heavy 7): 50 points
Design notes:
Spoiler:
I'm relying mainly on Ovion's costing method but scaling everything up, typically x9, for one of the heaviest of super-heavy vehicles.
Start with Reaver Titan (1,450 points) Armed w/ Melta Cannon, Inferno Gun, Vulcan Mega-Bolter (not a legit load out since it's one arm weapon and two carapace instead of the other way around, but since none of these is a D weapon it's not abusive)
Downgrade Super-Heavy Walker (100 pts per Ovion) to Super-Heavy Vehicle (60 pts): -40 Ponderous Beyond Belief: -90 TOTAL SUBTRACTIONS: -130
Add Shield of Faith, which is 5 pts on a Rhino or Immolator a fraction of the size: +90 Assault Vehicle, 10 points on a normal vehicle: +90 100 passengers @ 2 pts each (per PM w/ Ovion): +200 50 fire points @ 1 pt each (a guess): +50 VMB gets essentially Tau Velocity Tracker (+20 for all weapons on a single normal vehicle): +40 Awe-Inspiring = Laud Hailer @ 10 points, plus Icons of Courage @ 20 points, plus Kriegsminaret @ 90 points (more than on the Storm Queen because it doesn't take away passenger capacity), +10 because you can't shoot it off like the Kriegsminaret = +130 points Holy Light = 25 points 1st round ADDITIONS: +625
Adding MORE stuff: 3 extra Void Shields (based on cost of an upgraded Void Shield Generator building): 100 points Vortex Missile Battery and 9 HP (based on cost & structures compromising Aquila Vortex Missile Strongpoint) : 535 pts Discard Mighty Bulwark & AV 15 from Vortex Missile strongpoint, as the price of making it mobile: 0? Repair other vehicles (based on cost of 5 servo-arm servitors): 50 pts Repair itself (basically Titan-scale It Will Not Die, so 9x10): 90 pts 50 more passengers @ 2 pts each: 100 pts Siege Tower special rule (at a guess): 50 pts Samsonic Ram (at a guess): 100 pts 2nd round ADDITIONS: 1,025 pts
1,450 -130 + 625 + 1,025 = 2,970 points. Round up to 3,000 because who are we kidding?
This message was edited 6 times. Last update was at 2014/12/01 16:25:26
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Churchtank thinks stationary fortifications are DELICIOUS and CRUNCHY.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Trying to mate amidst multiple whirlpools from the Vortex missiles they'd be launching at each other.... yipes.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
It would only fit in some kind of crazed 5,000-point-plus Apocalypse game. You'd want to fill it with, oh, 10 squads of 5 Retributors each using the Fire Points -- 1,4001,000 points minimum -- and then 10 squads of 10 Repentia -- 1,550 pts. Plus you'd want some Valkyries and ground vehicles as escorts.
This message was edited 1 time. Last update was at 2014/12/01 21:32:13
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
SisterSydney wrote: It would only fit in some kind of crazed 5,000-point-plus Apocalypse game. You'd want to fill it with, oh, 10 squads of 5 Retributors each using the Fire Points -- 1,400 points minimum -- and then 10 squads of 10 Repentia -- 1,550 pts. Plus you'd want some Valkyries and ground vehicles as escorts.
Hmmm, would you mind theorycrafting a non-transport version?
Perhaps a breakthrough version designed to disrupt the enemy lines instead of taking on the fortifications themselves?
It stands to reason if they have one type of Church-tank they'd have others... plus that would give you some flexibility if you wanted to switch out once in a whil.e
Otto Weston wrote:Hmmm, would you mind theorycrafting a non-transport version? Perhaps a breakthrough version designed to disrupt the enemy lines instead of taking on the fortifications themselves? It stands to reason if they have one type of Church-tank they'd have others... plus that would give you some flexibility if you wanted to switch out once in a whil.e
Just designing this one nearly broke my brain. I guess a breakthrough version could fill the transport bay (nave) with more Vortex Missiles and a bigger engine so it wasn't so f***ing slow, but then you lose the whole "It's a church!" aspect of having a (heavily armed) congregation inside.
raverrn wrote:It's dumb that it's Apoc only. If I have the points I should be able to churchtank normal games.
Hahahahahaha please say you were kidding.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
SisterSydney wrote: I guess a breakthrough version could fill the transport bay (nave) with more Vortex Missiles and a bigger engine so it wasn't so f***ing slow, but then you lose the whole "It's a church!" aspect of having a (heavily armed) congregation inside.
You have a point with that... hmm.
Okay maybe reduce capacity to around 20 like a small chapel instead OR add a teleporter beacon that allow Codex Adepta Sororitas units to deepstrike to it.
Ooooor replace everything inside with a feth-huge Organ so that fluff-wise it could host massive out-door congregations for millions of people.... and in war cause any foe's head to explode when nearby xD
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
The artist of the first church-tank definitely looks like he could be an interior decorator for the Imperium of Creepy Skulls, I mean "Man." Website: http://kuksi.com/artworks/sculpture/
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
Reminded me abit of a more powerful uef Fatboy, supreme Commander, first one, with a air pad, guns, n mobile factory all with sheilds and amphibious.
Sgt. Vanden - OOC Hey, that was your doing. I didn't choose to fly in the "Dongerprise'.
"May the odds be ever in your favour"
Hybrid Son Of Oxayotl wrote:
I have no clue how Dakka's moderation work. I expect it involves throwing a lot of d100 and looking at many random tables.
FudgeDumper - It could be that you are just so uncomfortable with the idea of your chapters primarch having his way with a docile tyranid spore cyst, that you must deny they have any feelings at all.
2014/12/09 12:33:55
Subject: Return of the CHURCHTANK: The THREE THOUSAND POINT superheavy for the Sisters of Battle
Psienesis wrote: So here we have a depiction of Church-Tank, with Shrine-Tank partially concealed behind it:
Spoiler:
Also:
Spoiler:
Now we need someone to produce this as a model as a Kickstarter
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
Thanks. And honestly it would make most sense in Epic, capital-E, but GW don't do that no more.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
in the Shield of Baal: Leviathan we have this line
“The Order of the Sacred Rose drove their Convent-Fortresses and grand transports through the slime slicked ruins of Agueploita Prime”
- rejoice for your work is true..................
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
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
This message was edited 1 time. Last update was at 2014/12/14 00:44:43
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
2014/12/14 01:40:02
Subject: Return of the CHURCHTANK: The THREE THOUSAND POINT superheavy for the Sisters of Battle
"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad.
2014/12/15 02:45:42
Subject: Re:Return of the CHURCHTANK: The THREE THOUSAND POINT superheavy for the Sisters of Battle
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.