After seeing the
Kleinpazer Wanze, it got me thinking, maybe it would be a good idea if the Guard has something equivalent, seeing that the Kleinpanzer Wanze is based on the Borgward IV chassis (an explosive carrier - basically a larger, drivable version of the Goliath), and the
AM already has the Cyclop demolition tank. So...I present to you the Ogre Tank Hunter (basically a Cyclop with multiple rocket launcher)
Here is the stats of the unit (yes, using the Infantry profile for the Ogre seems strange, but the Cyclop has it, and the Ogre is based on the Cyclop, so it is logical that they have the same profile):
Ogre Tank Hunter Detachment - Fast Attack
Composition: 1-3 Ogre Tank Hunter Team. Each Ogre Tank Hunter Detachment counts as a single Fast Attack slot on the force organisation chart.
Based on the Cyclop Demolition Vehicle, the Ogre Tank Hunter is the result of a STC that dates back to the Age of Terra, when Mankind were still grounded firmly on their homeworld. Instead of carrying a demolition charge, the Ogre is equipped with a set of modified missile launchers and autoloader to engage enemy vehicles and monstrous creatures at close range, when it is simply too hazardous for Guardsmen to operate. The Ogre is designed for treet fighting, where they could quickly move from cover to fire their rockets, before slipping back behind cover to reload. Just like its cousin, the Cyclop, the Ogre is well-liked by Guardsmen, as it relieves them of otherwise suicidal tasks.
Ogre Tank Hunter Team - 55 pts
Ogre Tank Hunter
WS-
BS* S- T6 W2 I- A-
Ld- Sv4+
Guardsman Operator WS3 BS3 S3 T3 W1 I3 A1 Ld7 Sv5+
Unit Type: Infantry
Unit Composition: 1 Ogre Tank Hunter, 1 Guardsman Operator
Wargear: Ogre Tank Hunter: Hex launcher.
Guardsman: Flak armour, Lasgun, Frag grenade.
Hex launcher:
A set of six modified missile launchers, shrunk to make them suitable on the small platform, the Hex launcher fires swarm of missiles at enemy targets. These missiles, while small, still retain the punch of their larger cousins, though their range is limited, and the number of barrels means that reloading is a lengthy process even for the autoloader.
R12" S8 AP3 Assault 3, Twin-linked, Slow to Reload
Slow to Reload: After an Ogre Tank Hunter has fired, place a marker next to it. An Ogre Tank Hunter cannot fire again if it has the marker. In the beginning of any subsequent Shooting Phase, roll a
D6. On a roll of 4+, remove the marker, add +1 to the roll if it is within 6" of its Guardsman Operator.
Special Rules: Extremely Bulky (Ogre only), Fearless (Ogre only), Remote Control
Remote Control: An Ogre Tank Hunter Team are deployed together but as soon as the game begins, the Ogre Tank Hunter may immediately be individually detached from the unit and act separately, moves and shoots on its own. The Ogre cannot function more than 48" from the Guardsman Operator. If they become separate by a greater distance than this, the Ogre simply stops and can do nothing until the Operator is back within 48". If the Operator is killed, the Ogre can do nothing but is left in play and can still be destroyed by shooting and/or melee attacks, and the unit counts as being destroyed at the end of the game.
The Ogre uses the
BS of its Guardsman Operator when making a shooting attack. The Ogre cannot fight in assault but can itself be targeted normally, and is automatically hit in assaults. Ogre Tank Hunter and any unit contains it cannot make Sweeping Advance. In addition, an Ogre Tank Hunter cannot be affected by Orders