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Thread: Design an Apocalypse 'single-model' Datasheet

  1. #241
    Chapter Master Puffin Magician's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    I look forward to seeing fleshed out versions of your own.
    To be honest my "idea" of how Knights should work in 40k has remained the same for about 4 years, and I've lost count of how many times I've posted their rules on here, Portent, and the WIP Forums. However, being out of 40k so long and only really lurking to see what Apocalypse is all about, I haven't updated them with any "Apocalyptic" rules or special effects like Invul Shields and 10" templates.
    I would like to see what basic game mechanics you are going to add to your Apocalypse games (like hit modifiers etc) as well. I think though that you would need to make it clear what a to hit modifier IS to those who've never used them before.
    Well, if I was going to use them, I'd have a laminated print-out of special rules that would act as a "PMag's Appendix" of the parent Codex. Rules would be clearly explained, and the background described as to why the rule does what it does. I might've even went so far as to have two sets of rules, one more outlandish than the other - that way if people are into the wacky rules, we can use them. If not; we'd use the ruleset more consistent with 40k v2006 and the VDR.
    Castellan and Crusader have A2, because they do have a WMCCW.
    But do they? Comparing the models to all other Knights, only the Crusader, Castellan, and Warden Knights did not have CCWs, rather heavier and additional ranged weaponry. I don't consider CCW-less vehicles to even have a WS stat, so I do not include them.
    I´d have to look up the stats, but I think the EPIC Baron had an additional shot with the BC equivalent.
    You're correct, it was 75cm/2/4+/-2, so rather than 2x Battlecannons perhaps the "Baron Battlecannon" that fires a barrage of two templates [72" s8 ap3 Ordnance 2× 5" Blast]. That might've been your intention, if so I apologize, I simply disagree wholly that a Baron should carry two separate Battlecannons.
    Maybe allow the Castellan and Crusader indirect fire...
    That would be quite effective indeed...
    I would suggest that those players who think that paper tanks are cheating or disrespecting the hobby should see if they can track down a copy of White Dwarf #132. - kelvingreen
    Reading these red & black forums since 2001.

  2. #242
    Chapter Master Hellebore's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    After thinking about it a bit more, and discussing it with Foehammer over in the rumour forum, I've decided to change the way I wrote pulsars, or rather how they work with the Destroyer rule.

    One thing Foehammer pointed out was that it wasn't necessarily the Pulsar that needed fixing, but rather the Turbolaser that needed nerfing (considering that it is far and away the best Warhound weapon available). This got me thinking about other things, I started looking at the Destroyer special rule. This effectively has two rules in one, it auto penetrates AND adds +1 to the damage roll.

    At the moment my megalance rule adds a further +1 to the roll, making it extremely nasty. Perhaps instead, the Destroyer rule should be pruned back to being just auto-penetrate. Here is what I've done so far:

    DESTROYER
    These are superemely powerful weapons that obliterate anything they hit. A Destroyer weapon automatically wounds and causes Instant Death. It ignores cover saves and automatically penetrates any vehicle struck. Even speed is only partially successful at reducing the damage. If the hit is downgraded to a glance due to skimmers moving fast, then the roll on the damage table is only reduced by -1 rather than -2.

    LANCE
    These precision weapons are capable of slicing enemy vehicles in half. Weapons with this rule treat enemy armour higher than 12, as 12. If the weapon is also a Destroyer add +1 to the Damage Table instead.

    MELTA
    The intense heat produced by these weapons reduces enemy vehicles to slag in seconds. Weapons with this rule roll 2D6 to penetrate vehicles that are within half the maximum range of the weapon, adding them together. If the weapon is also a Destroyer roll 2D6 on the Damage Table and apply both results instead.

    Basically this means that even at Destroyer levels, the Melta and Lance abilites still have an affect, and the Destroyer is still a nasty weapon.

    Thoughts?

    Hellebore
    "Humanity's Insignificance pales in comparison to its Ego." (Sir Rumplestiltskin)

    "The capacity to think does not assign importance to your thoughts, it merely indicates you can." (Sir Rumplestiltskin)

  3. #243
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    Re: Design an Apocalypse 'single-model' Datasheet

    Quote Originally Posted by Puffin Magician View Post
    But do they? Comparing the models to all other Knights, only the Crusader, Castellan, and Warden Knights did not have CCWs, rather heavier and additional ranged weaponry. I don't consider CCW-less vehicles to even have a WS stat, so I do not include them.
    You´re absolutely correct. I don´t know what I was thinking (probably: They must have had A CCW).

    Quote Originally Posted by Puffin Magician View Post
    You're correct, it was 75cm/2/4+/-2, so rather than 2x Battlecannons perhaps the "Baron Battlecannon" that fires a barrage of two templates [72" s8 ap3 Ordnance 2× 5" Blast]. That might've been your intention, if so I apologize, I simply disagree wholly that a Baron should carry two separate Battlecannons.
    That would be quite effective indeed...
    Yea, Battery1 Battlecannon. When I put these through an online VDR template I forgot about the less common weapon upgrades. So here´s the updated version:

    Baron: FSR: 14,12,12. SPs:2, Shields: 2, Agile. WS4 BS4 I3 A2(3)
    Weapons:
    WMCCW,2 Heavy Bolters, Heavy Flamer, Battery1 Battlecannon, Meltagun
    Pts: 525

    Errand: FSR: 14,12,10. SPs:2, Shields: 1, Agile. WS3 BS3 I2 A1(2)
    Weapons:
    WMCCW,2 Heavy Bolters, Heavy Flamer, Mega Inferno Cannon, Melta gun
    Pts: 405

    Paladin: FSR: 14,12,10. SPs:2, Shields: 1, Agile. WS3 BS3 I2 A1(2)
    WMCCW,2 Heavy Bolters, Heavy Flamer, Battlecannon, Meltagun, Twin-linked Autocannon
    Pts: 418

    Crusader: FSR: 14,12,12. SPs:2, Shields: 2, Lumbering, BS3
    Weapons: 2 Heavy Bolters, Earthshaker, Bolter, Meltagun, 2 Twin-linked Lascannons
    Pts:435

    Castellan: FSR: 14,12,12. SPs:2, Shields: 2, Lumbering, BS3
    Weapons: 2 Heavy Bolters, Earthshaker, Bolter, Meltagun, 2 Twin-linked Autocannons
    Pts:435

    Bit order went out today...
    susu.exp

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  4. #244
    Chaplain vice's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    Lightning Fighter

    Points: 150 each

    Unit: 1-3 Lightning Fighters

    Armor: Front 11 Side 11 Rear 10

    Type: Flier

    Weapons:
    - Two AA mounted Lascannons
    - Hull mounted Autocannon
    - Four wing mounted bomb pylons


    What do you guys think?
    Quote Originally Posted by azimaith View Post
    Quote Originally Posted by Champsguy View Post
    You can hurt a big nasty thing with it. Carnifex chewing up your squad? A power sword will probably only piss him off. Grab his testicles with a hydraulic fist covered in lightning. That should make him rethink his current plan.
    I think trying to find the testes on an asexual killing machine might be difficult, especially when you could just put the powersword into one of his hearts or into his brain instead of trying to knock him senseless.

  5. #245
    Chapter Master Puffin Magician's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    Lightning Fighter - 150pts
    Av11/11/10, Flyer, 2× AA Lascannons, Autocannon...
    I don't know about the rules for Flyers in Apocalypse, but a +5pt increase in the cost of a FW Lightning for +1 to both Front and Side armour values, as well as Lascannons that can track airborne targets seems a bit cheap. The AV increase alone is probably worth +15pts, and it's worth mentioning that the Lightning's Autocannon is long-barreled, providing it with extra range.
    I would suggest that those players who think that paper tanks are cheating or disrespecting the hobby should see if they can track down a copy of White Dwarf #132. - kelvingreen
    Reading these red & black forums since 2001.

  6. #246
    Chapter Master Hellebore's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    The Thunderbolt in Apoc is ~180 points. The Baracuda is 220, and the Nightwing is 285. afaik the Thunderbolt doesn't have any AA mount weapons (although its Autocannon MIGHT I can't remember). The barracuda has its ion cannon in an AA mount, and ALL the nightwing's weapons count as being in AA mounts....

    Hellebore
    "Humanity's Insignificance pales in comparison to its Ego." (Sir Rumplestiltskin)

    "The capacity to think does not assign importance to your thoughts, it merely indicates you can." (Sir Rumplestiltskin)

  7. #247

    Re: Design an Apocalypse 'single-model' Datasheet

    the thunderbolt and lightning should have their autocannon in AA mounts, thats what they're used for in fluff terms and although I don't have my IA1 with me I'm pretty sure thats what they are...
    "We are the Ultramarines, warriors of the Emperor, and our bravery is beyond question! It is the stuff of the soul-forge, stronger than adamantium and enduring as the Immortal Emperor Himself. The fires of battle are our places of worship, the roar of bolters our prayers, and the slaughter of our foes an offering to the gods of battle!"

  8. #248
    Chapter Master Puffin Magician's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    The Baracuda is 220, and the Nightwing is 285.
    So if Flyers are receiving all sorts of devastating upgrades for free, what's to say what the Lightning should have? Actually... is there not going to be a legit Lightning Datasheet anyways?
    ALL the nightwing's weapons count as being in AA mounts....
    That they should, with no reason to give any Imperial fighter improved accuracy in a dogfight. The Nightwing is said to be the Galaxy's best interceptor, utilizing the lethal triad of Eldar agility, holofield technology, and devastating weaponry.
    ...their autocannon in AA mounts...
    I agree, although IA1 makes no suggestion that they're altered from the standard Imperial autocannon in any way. It states the [obvious] fact that Freemy weapons work better vs. enemy terrestrial armour, and Dakka! weapons work better vs. enemy infantry and lightly-armoured aircraft.

    Imperial forces aren't exactly reknowned for accurate or intelligent weapons; brute force and ignorance has gotten them this far...
    I would suggest that those players who think that paper tanks are cheating or disrespecting the hobby should see if they can track down a copy of White Dwarf #132. - kelvingreen
    Reading these red & black forums since 2001.

  9. #249
    Chapter Master Hellebore's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    I don't think the lascannons will be in AA mounts, because it would make the lightning better than any other fighter at intercepting, bar none. S9 will automatically glance any flyer that isn't a thunderhawk. With two of them that's a guaranteed glance every shooting phase. The highest S AA weapon in Apocalypse is afaik the brightlance, at S8. The ion and autocannona are both S7.

    Lightning Fighter

    Points: 195

    Unit: 1 Lightning

    BS3 Front 10 Side 10 Rear 10

    Type: Flier

    Weapons:
    - Two wing-mounted Lascannons
    - Hull AA-mounted Autocannon
    - Four wing mounted bomb pylons


    Hellebore
    "Humanity's Insignificance pales in comparison to its Ego." (Sir Rumplestiltskin)

    "The capacity to think does not assign importance to your thoughts, it merely indicates you can." (Sir Rumplestiltskin)

  10. #250
    Chaplain vice's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    Sorry, I haven't read IA at all, I have no idea how AA mounts work, my friend told me to put them in. I think I'll use your rules Hellebore.

    Actually, how do AA mounts work?
    Quote Originally Posted by azimaith View Post
    Quote Originally Posted by Champsguy View Post
    You can hurt a big nasty thing with it. Carnifex chewing up your squad? A power sword will probably only piss him off. Grab his testicles with a hydraulic fist covered in lightning. That should make him rethink his current plan.
    I think trying to find the testes on an asexual killing machine might be difficult, especially when you could just put the powersword into one of his hearts or into his brain instead of trying to knock him senseless.

  11. #251
    Chapter Master Hellebore's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    When shooting against flyers, the distance to them is increased by 12" (to reflect it being high in the air) and you need 6s to hit.

    An AA mount completely ignores the above rules, allowing you to hit with basic BS and not adding 12" to the range.

    Hellebore
    "Humanity's Insignificance pales in comparison to its Ego." (Sir Rumplestiltskin)

    "The capacity to think does not assign importance to your thoughts, it merely indicates you can." (Sir Rumplestiltskin)

  12. #252
    Chaplain vice's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    Ah, many thanks.

    Keke, I can see where two lascannons could be overpowered with AA mounts there...
    Quote Originally Posted by azimaith View Post
    Quote Originally Posted by Champsguy View Post
    You can hurt a big nasty thing with it. Carnifex chewing up your squad? A power sword will probably only piss him off. Grab his testicles with a hydraulic fist covered in lightning. That should make him rethink his current plan.
    I think trying to find the testes on an asexual killing machine might be difficult, especially when you could just put the powersword into one of his hearts or into his brain instead of trying to knock him senseless.

  13. #253
    Chapter Master Puffin Magician's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    While we're on the subject of Imperial Armour, I've always liked the rule-less warhead types for the Manticore, or variants for the Thunderhawk Gunship, mentioned in v1 and v2 respectively.

    Imperial Guard Manticore Missile Carrier: Variant Missile Types [p177, IAv1]
    • Anti-aircraft Missiles: 4× 36-300" s9 ap2 Heavy 1, AA, One-shot [+40pts]

    • Oxy-phosphor Incendiary: 4× g36-300" s6 ap4 Ordnance 7" Blast, ignore cover, One-shot [Free]

    • High Explosive Anti-Tank [HEAT]: 4× 24-200" s8 ap3 Heavy 1 Blast, pick best of 2d6AP vs. vehicles, One-shot [+50pts]

    Imperial Navy Marauder Bomber: Fuselage Variants [p234, IAv1]
    • Colossus: As Marauder Bomber except the following:
    - Fore Lascannons replaced by Heavy Bolters
    - Dorsal Heavy Bolters, ventral bombbay & wing pylon options replaced by 1× 10-tonne guided bomb [g60" sD ap3 Ordnance 10" Blast, reroll scatter, +3d6AP vs. Buildings, Squads taking casualties count as Entangled, One-shot].
    - +145pts

    • Vigilant: As Marauder Bomber except the following:
    - Fore Lascannons replaced by Heavy Bolters
    - Dorsal Heavy Bolters & Ventral bombay options replaced by reconnaissance & surveillance equipment [In the turn after the Vigilant is on the table: friendly indirect weapons may re-roll scatter, friendly Reserve rolls are at +1, all friendly Night-fighting distances may be rerolled.]
    - High-flyer: The Vigilant has little reason to fly at low altitudes. As such it is a more difficult target to hit from even impressive anti-aircraft systems. When rolling to damage the Vigilant, your opponent must roll 2d6 and pick the lowest result.
    - +105pts

    Astartes Thunderhawk Gunship: Alternative Payloads [p 155, IAv2]
    • Long-range Bombing Mission: As Thunderhawk Gunship except the following:
    - Wingtip Heavy Bolters replaced by 2× Guided Melta Warheads [g48" s8 ap1 Ordnance 5" Blast, +3d6AP under center 3", reroll scatter, One-shot]
    - Hellstrike & Bomb pylons replaced with 4× Guided Armour-Penetrating Bombs [g48" s9 ap2 Ordnance 5" Blast, +2d6AP vs. buildings, reroll scatter, One-shot]
    - May not Transport models.
    - +175pts

    • Spaceship Intercept: As Thunderhawk Gunship except the following:
    - Wingtip Heavy Bolters replaced by 2× Guided Melta Warheads [g48" s8 ap1 Ordnance 5" Blast, +3d6AP under center 3", reroll scatter, One-shot]
    - Hellstrike & Bomb pylons replaced with 6× Guided Plasma Warheads [g48" s7 ap2 Ordnance 7" Blast, reroll scatter, One-shot]
    - May not Transport models.
    - +200pts
    Last edited by Puffin Magician; 10-10-2007 at 03:08.
    I would suggest that those players who think that paper tanks are cheating or disrespecting the hobby should see if they can track down a copy of White Dwarf #132. - kelvingreen
    Reading these red & black forums since 2001.

  14. #254

    Re: Design an Apocalypse 'single-model' Datasheet

    Theres something funny about a spaceship intercept Thunderhawk being used as ground attack weapons... Hey guys, we have a ship with weapons made to cut through meters of starship armor plating, lets use it against that poor Leman Russ battle tank down there!
    "We are the Ultramarines, warriors of the Emperor, and our bravery is beyond question! It is the stuff of the soul-forge, stronger than adamantium and enduring as the Immortal Emperor Himself. The fires of battle are our places of worship, the roar of bolters our prayers, and the slaughter of our foes an offering to the gods of battle!"

  15. #255
    Chapter Master Puffin Magician's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    Just as how the Basilisk can be explained into a normal 40k game as the battle taking place amongst the Defender's lines, or attacking a convoy, all sorts of strange weapons can be wedged into your force. Marines could find themselves in a desparate situation where they call the T'hawk from orbit as a last resort [to destroy, say, the FW Fortress Walls], or that it's an unfortunate time where the only weapons load on nearby air support is suited better for space combat.

    Interceptor aircraft aren't really used for targetting ground units or installations but we're comfortable with the Nightwing and Lightning...
    I would suggest that those players who think that paper tanks are cheating or disrespecting the hobby should see if they can track down a copy of White Dwarf #132. - kelvingreen
    Reading these red & black forums since 2001.

  16. #256
    Veteran Sergeant The Gothic Me's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    I'll give this a shot, though It's just something straight out of my head and would probably work terribly if you actually used it without a lot of tweaking, but....

    Alpha-Plus Psyker

    Points: I have no idea

    WS4 BS4 S3(4) T3(4) A3 W4(5) I3 10

    Equipment: Flack Armor

    SPECIAL RULES:

    Unnatural strength - The mighty psyker crackles with power, enhancing his otherwise crippled body to superhuman levels
    The Alpha plus receives +1 Strength, Toughness and Wounds

    Warp Aura: The Psyker is perpetually surrounded by a quivering aura of warp energy.
    The Psyker receives a 3+ invulnerable save and is immune to instant death.

    Uncontrollable Power: The energies of the warp channeled by a Psyker of such power are so powerful that the slightest slip up can be fatal to him
    If the Psyker fails a psychic test, he takes an automatic Perils of the Warp attack.

    Psyker: The Alpha-Plus has the ability to wield godlike power; on the battlefield there are few foes feared more
    The Alpha level may use one psychic power each phase of his turn, as well as the assault phase of his opponents. He takes a psychic test with the leadership modifiers listed bellow. Note that if he fails, he suffers a Perils attack.

    Feet of air:
    Modifier: 0
    Phase: movement
    The Psyker rises above the battlefield in a cloud of unnatural cloud, gliding through the air he moves at an impressive speed.
    The Psyker counts as being on a jet bike for this turn.

    Teleport:
    Modifier: -1
    Phase: Movement
    The Psyker vanishes into the smoke and confusion of the battlefield, reappearing elsewhere
    The Psyker is removed from the table and is placed somewhere else using
    the deep strike rules. If he scatters, he may re roll it but must accept the second result

    Warp rift:
    Modifier: -2
    Phase: movement
    The Psyker tears open the very fabric of reality to allow his allies to move across the battlefield.
    The Alpha-Plus and up to three infantry units within 12" of him may immediately redeploy elsewhere using the deep strike rules, all the units must deepstrike within 12 of the Psyker, but may scatter outside.

    Firestorm
    Modifier: -1
    Phase: Shooting
    The Psyker showers his foes with a rain of lethal warp fire, searing through even the toughest armor and vaporising the unfortunate underneath.
    The Psyker makes a shooting attack using the following profile
    R:18" S:6 AP:3 Assault 10

    Puppet master
    Modifier: -2 (-3 targeting super heavy/gargantuan creature)
    Phase: movement
    The mind of an Alpha level is a blinding sun, before which the minds of lesser men cannot help but cower, forfeiting their bodies to this fearful power.
    Target an enemy unit, (even tanks and super heavies) within 24" of the Psyker. Take control of that unit for this player turn.

    Destroy
    Modifier: -1
    Phase: Shooting
    It is said that an Alpha plus can fell a battle titan with but a nod of his head, unleashing the full power of the warp upon its otherwise mighty frame.
    The Psyker makes a shooting attack using the following profile
    R:24" S AP:1 Assault 1


    OK, thats all I can do for now, I'll come back and do more Psychic powers when I get the chance. Note that I can't really figure out what a good points cost is and I'm really not sure about the leadership modifiers. Comments welcome

  17. #257
    Chapter Master Hellebore's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    That's really nice, I like the thought that went into the psychic powers and the auto perils for failure reflects how vulnerable they are.

    Hellebore
    "Humanity's Insignificance pales in comparison to its Ego." (Sir Rumplestiltskin)

    "The capacity to think does not assign importance to your thoughts, it merely indicates you can." (Sir Rumplestiltskin)

  18. #258
    Chapter Master Hellfury's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    Lysander's 1st Company Cost: 200 points

    Many crusades for the Imperial Fists have begun with Phalanx bombarding a locale prior to assaulting an entrenched area with the arrival of Lysander's 1st Company. Thunderhawks are released, depositing Damocles Command rhinos planetside to coordinate the ensuing Teleport Assault and to find targets of priority for the bombardment...

    Formation:
    1 Captain Lysander of the Imperial Fists
    1 Terminator Command squad
    3+ Terminator squads or Terminator Assault squads
    1 Damocles Command Rhino (see page 77 of Imperial Armour 2)

    Special Rules:

    Orbital Bombardment:
    The Damocles calls in a torrential bombardment from the Battle Barge Phalanx before the initial teleport assault. Lysander's 1st Company get a single Orbital Bombardment asset. (this is in addition to choosing either an Orbital Strike or Imperial Navy Air Support, as normal for the Damocles)

    Strategic Redeployment:
    Due to Lysander's mastery of Teleport Assault and the Damocles' Teleport Beacon, Lysander's 1st Company get a single Strategic Redeployment asset. Units may shoot but not charge the turn they redeploy. (Lysander's Teleport Assault special rule has no affect on the Strategic Reserves rules. Lysander's 1st Company MUST be deployed by turn three)
    Space Hulk Modeling Blog updated Dec/11/09

  19. #259
    Chapter Master Hellfury's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    This is what I think the Hellhammer should have been...

    __________________________________________________ __________________
    __________________________________________________ __________________
    Hellfury Super-Heavy Tank ...............Cost: 500 points

    The Hellfury is built around the same STC chassis as the Baneblade. Its armament favors long gouts of promethium, allowing the Hellfire to move forward in support of infantry in urban areas. The distinctive features of the Hellfury is its Hellfury cannon and Inferno cannons. Infantry under cover of urban areas are sought out by the ultra sensitive infra-red sensors mounted on top of the inferno cannons so that they may be purged with flame.

    Unit: 1 Hellfury

    Type: Super-heavy tank

    Structure points: 3

    Weapons and Equipment:
    • Turret mounted Hellfury cannon
    • Hull mounted Demolisher cannon
    • Two sponsons, each with a twin Inferno cannon
    • Searchlight, smoke launchers, rough terrain modification
    .................Armour
    BS... Front ...Side ...Rear
    3 ......14 .......13 ......12

    Weapon ........................Range ....STR ....AP..... Special

    Hellfury cannon* ...............24" ........7 .......3 .......Heavy 1, Hellstorm, primary weapon, no cover saves allowed
    Twin Inferno cannons*1 .....24" ........6 .......4 .......Heavy 1, Template
    Demolisher cannon ............24" ........10 ......2 .......Ordnance 1, 5" blast

    * When firing this weapon, designate a target unit and place the appropriate template so that it is atleast partially over as many unit members as possible. The whole template must be in range and line of sight. Roll to hit once, using the Hellfury's BS. If you hit, then all models partially or wholly under the template are hit. if you miss, they are each hit on a roll of 4+

    The Hellfury can only carry a limited amount of promethium for the Hellfury cannon and Inferno cannons. After each shot roll a D6, on a 1 that cannon is out of fuel and cannot fire again during this battle.

    1 Any failed rolls to wound or penetrate a vehicles armour may be re-rerolled.

    Options:

    The Hellfury may be given the following vehicle upgrades from the imperial guard codex: hunter-killer missile, pintle-mounted heavy stubber or storm-bolter.

    A Hellfury may either replace its two side sponsons with armour plates, which increase its side armour to 14 at no extra cost or it may instead add two extra sponsons (for a total of two sponsons per side), each with one twin-linked Inferno cannon, for +100 points.
    __________________________________________________ _____________________
    __________________________________________________ _____________________

    I know it sounds like I am blowing my own horn, but I really do think the name is appropriate for this vehicle. Besides, I made it so I can name it anything I want to... http://www.dakkadakka.com/Providers/...msn/tongue.gif


    You will notice the difference in this and the hellhammer, especially the distinct lack heavy bolters, lascannons and autocannons. This is a vicious vehicle already IMO and the weapons I removed wont offer much to how this machine works anyways, so they were dropped.
    I think that dropping the lascannons from the sponsons and the other weapons was a decent trade for making the heavy flamers into twin inferno cannons.

    To weaken this vehicle even further, I used the Siege dreadnought limited fuel rule for the inferno cannons.

    The lascannons for the sponsons as well as the heavy bolter still have uses ton the model though. Remove the lascannon and heavy bolter weapons from their shrouding and make some sensors like the Stormsword has, and you have instant Infra-red sensors.

    The points are a bit high, but this is a vehicle that shoots flaming promethium indiscriminatly on everything in sight, so I dont mind the point expenditure for this kind of fun. 600 points fully kitted out seems ok to me.
    Last edited by Hellfury; 11-10-2007 at 07:38.
    Space Hulk Modeling Blog updated Dec/11/09

  20. #260
    Chapter Master IJW's Avatar
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    Re: Design an Apocalypse 'single-model' Datasheet

    Apocalyptic versions of the C'Tan...


    Nightbringer
    "Necrodermis upgrade installed and working..."

    WS7 BS4 S10 T9 W7 I4 A7 Ld10 Sv4++

    Gargantuan Creature
    Armament: Lightning Arc R48" S AP2 Assault 1, 5" blast

    Special Rules
    Necrodermis: if the C'Tan dies, all models within 2d6" suffers a S6 hit, with no armour save.
    Drain Life: as per codex.
    Gaze of Death: instead of fighting in CC, you may place the 10" blast
    marker over the Nightbringer, all models under it suffer a S6 hit with no armour saves.


    The Deciever
    "Foolish mortals, you thought that was my true size?"

    WS6 BS4 S10 T9 W7 I5 A6 Ld10 Sv4++

    Gargantuan Creature

    Special Rules
    Necrodermis: if the C'Tan dies, all models within 2d6" suffers a S6 hit, with no armour save.
    Drain Life: as per codex.
    Deceive: in the shooting phase, all enemy units within 24" take either a Pinning test or a Morale check (C'Tan's choice), even if they are normally immune to them.
    Grand Illusion: The Deceiver counts as a moving Disruptor Beacon (see Apocalypse Stratagems for details).
    Dread: all enemy units within 18" must re-roll successful close combat hits.
    Misdirect: the Deceiver may choose to make a Hit-and-Run move at the beginning of the close combat phase.
    Last edited by IJW; 11-10-2007 at 17:16.

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