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Karacnos Assault Tank (30k AdMech to 40k 9e)  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Dakka Veteran




Almost done with the 30k AdMech tanks! Just the Macrocarid Explorator to go, assuming I even bother, considering it's now OOP. Lore for this guy is here.

Karacnos Cleanser (Heavy Support, Power Rating 14)
1 Karacnos Cleanser (9+ wounds remaining): M 10"; WS 5+; BS 3+; S 8; T 8; W 16; A 6; Ld 8; Sv 3+
1 Karacnos Cleanser (5-8 wounds remaining): M 8"; WS 5+; BS 4+; S 8; T 8; W N/A; A 2D3; Ld 8; Sv 3+
1 Karacnos Cleanser (1-4 wounds remaining): M 6"; WS 5+; BS 5+; S 8; T 8; W N/A; A D3; Ld 8; Sv 3+
A Karacnos Cleanser is equipped with: radium mortar battery; 2 cognis lightning guns; anbaric claw.

Wargear
Spoiler:
  • Cognis lightning gun: Range 18”; Type Assault 3; Strength 5; AP -2; Damage 1; Abilities: Each time an attack is made with this weapon, an unmodified wound roll of 6 scores 2 additional wounds.
  • Radium mortar battery: Range 48"; Type Heavy 6D3, S3, AP-0, D1; Abilities: Blast. This weapon can target units that are not visible to the bearer. Each time an attack is made with this weapon against an enemy unit (excluding VEHICLE units), an unmodified hit roll of 6 automatically wounds the target.

  • Anbaric claw: Range Melee; Type Melee; Strength 5; AP -1; Damage 1; Abilities: Each time the bearer fights, it can make D6 additional attacks with this weapon against each enemy unit within Engagement Range. Each time an attack is made with this weapon, that attack automatically hits the target.

  • Abilities
  • Canticles of the Omnissiah: See Codex: Adeptus Mechanicus, pg 84-85.
  • Flare Shield: This model has a 5+ invulnerable save against ranged attacks. In addition, each time a ranged attack is made against this model, if the attacker is more than 12" away, reduce the Strength characteristic of that attack by 1, to a minimum of 1.
  • Galvanic Traction Drive: This model can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls (not including changes to its profile determined by its remaining wounds). This model does not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that it Advanced.
  • Hazardous Munitions: Each time this model makes an attack with its radium mortar battery against an enemy unit, if a hit is scored, that enemy unit is considered to be within range of this model's Rad-saturation aura ability until the start of your next turn.
  • Rad-saturation (Aura): While an enemy unit (excluding VEHICLE units) is within Engagement Range of this unit, subtract 1 from the Strength and Toughness characteristics of models in that enemy unit.
  • Rad Explosion: When this model is destroyed, roll one D6 before removing it from play. On a 4+ it explodes, and each unit within 6" (excluding units with the Rad-saturation ability) suffers 2D3 mortal wounds.

  • Keywords
  • Faction: IMPERIUM, ADEPTUS MECHANICUS, CULT MECHANICUS, <FORGE WORLD>
  • Keywords: VEHICLE, SHOCK RAM, SMOKESCREEN, KARACNOS CLEANSER

  • Points Costs
    Spoiler:
  • Karacnos Cleanser: 265 points


  • New Stratagem: Shock Ram (1 CP)
    Adeptus Mechanicus - Wargear Stratagem
    The Triaros chassis incorporates disruption field technology into its massive spinal ram, providing a destructive outlet for the roiling anbaric energies of its mighty reactor-heart.
    Use this Stratagem in the Charge phase, when an ADEPTUS MECHANICUS SHOCK RAM unit from your army finishes a charge move.
  • For each enemy unit within Engagement Range of that SHOCK RAM unit which includes 9 or fewer models, roll three D3s: for each 2+, that unit suffers 1 mortal wound.
  • For each enemy unit within Engagement Range of that SHOCK RAM unit which includes 10 or more models, roll six D3s: for each 2+, that unit suffers 1 mortal wound.
  • list]Until the end of the turn, while an enemy unit is within Engagement Range of that SHOCK RAM unit, each time a model in that unit makes an attack, subtract 1 from that attack's hit roll.[/list]


    Automatically Appended Next Post:
    Hooo boy this is a big 'un. Like the Triaros with which it shares a chassis, this is effectively a Land Raider body that's weaker against AP and melee (3+ save instead of 2+) but stronger against big ranged attacks (5+ invulnerable save against ranged attacks, -1 Strength at long range), and comes with a melee defense system in the form of the anbaric claw and shock ram.

    Unlike the Triaros, the Karacnos uses its body as a way to deliver a non-line-of-sight radioactive missile barrage. The radium mortar battery (renamed to benefit from some of the radium weapon buffs) has 2/3 the range of a Whirlwind, but is 1.5x stronger against light infantry, more reliable, and obviously comes on a hefty body. Compared to the Belleros+Disruptor combo on a Disintegrator, it's got a slightly longer range, is about as good against light infantry, but eats dirt against W2+ targets. Perhaps most importantly, it inflicts Rad-saturation on units it hits, meaning you can inflict -1T on enemies at the start of your Shooting phase before turning your guns on them. Galvanic rifles that wound Drukhari on 2s? Thank you, I'll take one.

    The Karacnos itself also has Rad-saturation, meaning its anbaric claw is even more dangerous, and though it's more likely to explode when destroyed, it won't harm Rad-saturated units when it does. No idea if the cost's anything like fair, frankly. Compared to the Disintegrator at 145 points, it's about twice as durable, with roughly equal main guns (less flexible, but more indirect utility), and some extra goodies in melee. On its own I'd say that's worth a little over half-again, so 235-ish? Hazardous Munitions is a horrifyingly scary ability, though. Practically a free Stratagem every shooting phase, if used right.

    This message was edited 14 times. Last update was at 2021/06/18 10:31:34


     
       
    Made in gb
    Lord of the Fleet






    London

    I'm wondering if the mortar battery is worth the 300pts. Compared to the Asterius' mortars, also called Karacnos Mortars, they have half the shots but 12" extra range, S5, Ap-1 and always wound on 2+.

    While I like the Rad-Saturation effect, I think overall it's a bit weak for 300pts, even if it is 6D3 shots.
       
    Made in us
    Humming Great Unclean One of Nurgle





    In My Lab

    I don't like 6d3 shots. For reference, you have a more than three fourths chance of getting 10-14 shots. It's a lot of dice rolling for minimal gain.

    Clocks for the clockmaker! Cogs for the cog throne! 
       
    Made in gb
    Dakka Veteran




     JNAProductions wrote:
    I don't like 6d3 shots. For reference, you have a more than three fourths chance of getting 10-14 shots. It's a lot of dice rolling for minimal gain.
    I did consider cutting it to 3D6, which is the same max, a slightly lower average, and makes using Blast more important. I just kind of like 6D3 for the increased reliability/power, and as a statement about how it's firing many small missiles as opposed to a few big ones, but it's definitely on the table of possible changes. I also considered 3D6 with AP-1, to make up for the lost reliability.

    The biggest number of D3s I can find in one gun is 4D3, on the quad launcher... Though, actually, 6D3 is just a minimum size unit of Plasma Inceptors, so I'm not sure it's that much of a problem. I guess they cap out with Blast pretty quickly, though, so you often won't roll.

     Valkyrie wrote:
    I'm wondering if the mortar battery is worth the 300pts.
    Yeah, I definitely agree; I actually cut it down to 265 just after posting, having stepped away from comparing it to Land Raiders (which are both crap and in a different army) and instead comparing it to the Disintegrator; it's got comparable firepower to a Belleros Disintegrator (145 points), but is about twice as tough (225?) and comes with Hazardous Munitions (245) plus its array of melee tricks (255-260?). Then rounded it up to 265 to be sure.

     Valkyrie wrote:
    Compared to the Asterius' mortars, also called Karacnos Mortars, they have half the shots but 12" extra range, S5, Ap-1 and always wound on 2+.
    ...goddamnit. Every step of the way I've checked to see if these 30k guns already had equivalents in the modern game via Forge World, and either used those stats or justified why they were different (hence "Krios Lightning Cannon", since the Knight lightning cannon was way too strong for what I wanted). I just totally missed this one, which is why I came up with my own version based on the radium carbine instead of the rad cleanser, for radium keyword synergy. Honestly, I'd have liked to have done the same with the rad cleanser ("radium cleanser"), if auto-hitting wasn't totally at odds with the radium mechanic.

    Checking the math, these two are actually pretty close; the radium mortar battery is notably stronger against anything with a 5+ or worse Save, while the Knight mortar battery pulls slightly ahead against Marines and Vehicles, not that you'd really want to use it on either. That's before factoring in radium synergy, too. It's fine, I guess. I might swap it out, but it's not a game-changer.

    I'm... actually not sure why I did the range drop. Odd. Might be a mistake, might just be my personal allergy to superlong gun ranges making itself subconsciously known.

    This message was edited 1 time. Last update was at 2021/06/07 17:48:44


     
       
     
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