Post by christars on Mar 7, 2008 12:02:51 GMT
So, who should win? This is the original thread:
thetyranidhive.proboards28.com/index.cgi?board=OtherGamesWorkshopstuff&action=display&thread=1203630050&page=1
To make things simple, I'll repeat the statlines:
Name: Death Wind
Statline:
Pts: 740
BS 3
Front Armour 14
Side Armour 13
Rear Armour 12
Main Weapon:
Omega Whirlwind: Range 120", S 5, Ap 4, Apocalyptic Barrage (9)
Side Sponsors: 2x Whirlwind Batteries
Special Rules: None
Name: Ignis Divine (Divine Fire in latin)
Statline:
Pts: 666
BS 3
Front Armour 14
Side Armour 13
Rear Armour 12
Main Weapon: 1x Ignis Cannon, Range 72", S 7, Ap 4, Apoc Flamer Template thingie
Side Sponsors: 4x Heavy Flamers
Special Rules: None
Statline:
Points: 750
BS: 4
Front Armour: 14
Side Armour: 13
Back Armour 13
Main Weapon:
Super Fragmenting Bolter: Range: 48, S: 4, AP: 4 Apocalyptic Barrage (10)
Side Sponsons: 2X Assault Cannons.
Fluff: This was created for Medusa VI but when the battle was won before this monster could be used, the Imperium decided to use it to kill other stuff aside heretics.
statline:
Points:500
BS:4
Front Armour: 14
Side Armour: 13
Rear armour: 12
Main weapon: Inferno gun turret mount
Sponson Weapons: inferno cannon (you know, the one on hellhounds)
Turret mounted weapons: 4x twin- linked heavy flamers
Hull mounted weapon: Incendary demolisher cannon
Incendary demolisher rounds: range:24" S:6 AP:4 Ordnance 1 7"blast ignore cover saves. any unit hit must take a fall back move, but immediately regroup
Structure Points: 3
Fluff: The sistes of battle LOVE flames
Points:400
BS:-
Front Armour: 14
Side Armour: 13
Rear armour: 12
Main weapon: the tank itself
Sponson Weapons: Burnas
Orks are a very warlike people. However, even with their admittedly advanced technology, they are a very simple people. They love nothing more than to smash their (many) enemies with large heavy objects.
To this end, they have retrofitted looted Baneblades with powerfully large pistons and springs in order to launch the tank onto unsuspecting enemy units accross entire battlefields.
These tanks generally have large spikes, blades, and other such nastiness protruding from the undercarraige in order to ensure those unlucky enough to be crushed under the multi-ton vehicle do not survive the experience.
The "weapon" is impercise at best, but always spectacularly destructive.
Special Rules:
BOING! - During the shooting phase, if Da 'Oomie Smasha is not immobilized, it may perform its BOING! manuver instead of shooting.
Place the tank anywhere on the table. (well, really, you should probably just hold it over the spot you want to land)
Roll 3d6+the scatter die (roll an additional die for distance if the vehicle is stunned or shaken) to dertermine where the vehicle lands (place Da 'Oomie Smasha facing the direction of the scatter die) A result of HIT means the vehicle lands on target.
Any unfortunate models under Da 'Oomie Smasha when it lands take a S10 AP:1 hit.
Move any surviving models out from under the tank in base-to-base contact with it.
If a vehicle is under Da 'Oomie Smasha when it lands, Da 'Oomie Smasha will take a Glancing Hit on a d6 roll of 4+. (the enemy tank takes the S10 AP:1 hit as normal)
If Da 'Oomie Smasha lands on a peice of Impassable Terrain, reduce the deviation to place Da 'Oomie Smasha not on the terrain peice. It will take a Glancing Hit on a d6 roll of 1-3 and Penetrating Hit on a 4+.
Weighed Down: Contrary to conventional thinking, the Orks have made the thing they intend to launch into the air as heavy as they possibly could (the better to squish "dem 'oomies!"). Also, the various spikey bits jutting from the undercarraige tend to dig into the ground as the vehicle moves.
As a result, Da 'Oomie Smasha has a top speed of 6".
NAME: Brainblade
PTS: (i am unfamiliar with the points of these things.. and i can not really make it fair/within reason... choose your own )
BS 3
Front 14
Sides 13
Rear 12
Structure Points: 2 (it is damaged in the middle of a campaign, so not up to full standards)
Weapons:
PsykerShot (see below for details)
2 Turret mounted TwinLinked Lascannons
1 Turret Mounted Inferno Cannon (takes place of the Battle Cannon)
2 Hull Mounted Twinlinked Heavy Flamers (takes place of the Demolisher)
Special Rules: Transports/contains your 0-5 Sanctioned Psykers (they can ignore the Advisors rule).
PSYKER SHOT: Each turn you roll for each Psyker as per normal (ie Psychic test and BS). You choose whether it is a Focused shot, a dispersed shot or an Arc. You must roll for all surviving psyker's Psychic test each turn you wish to fire.
As long as at least one of them passes their psychic test and hits, you then determine what sort of shot and range it has according to how many Psykers you currently have remaining. Firing can be in any direction and the range begins from whatever part of the Brainblade you wish. The base attacks possible are:
Focussed - S5 AP6. 18 inch Range.
Disperssed - S3 AP- Blast. 18 Inch Range.
For both of the above, for each surviving Psyker (as well as those who rolled a two on the Psychic test):
- Add one strength (raising to a Strength D weapon in the case of a 5 man focussed shot)
- Reduce the AP by 1 to a minimum of one
- Increase the range by 6 inches
If there are 3 or more survivors, increase the blast size (on the Focussed shot, this means that you are now using a Small blast template). If there are 5 remaining psykers, increase the blast size again and the range goes up to 60 inches.
You can also choose to do an arc shot:
Arc - S2 AP-. D6-1 Attacks. 18 Inch Range.
The effects of having multiple surviving Psykers are:
- Add 1 strength per psyker
- Reduce AP by 1 per psyker
- Add 1 attack per psyker
- Add 6 inches of range per psyker
If there are 5 surviving psykers, they become Small Blast shots and the range goes up to 60 inches.
So, for example, if you have 4 surviving psykers, you can choose to do the following:
- A Focussed shot that has an S10 AP1 blast over 48 inches
- A Dispersed shot that does S8 AP2 on a large blast template over 48 inches
- An Arc that does D6+3 S7 AP2 attacks over 48 inches.
You can not remove a Psyker as part of a "Weapon Destroyed" result.
Psykers will only disembark if the Baneblade is destroyed normally (if it is explodes etc, they do not survive). In this case, they now count as individual units and act as normal.
FLUFF
It was a heated meeting. Though they had advanced through some of the Traitor's lines, the Balor 5th had taken heavy casualties and destruction to do so. Tank Commander Stenson slammed his fist down hard on the table.
"We need that Baneblade back to its full potential!"
"The Battlecannon will be inoperable without the correct parts and sanctification. The side-sponsons can be repaired, but the time taken to do so may mean that the next push will have to be without them." The cool voice of the Tech Adept breezed through the room, as if it could return everyone to normality.
"There is never enough time for you, is there???" Stenson bellowed. "You Tech Adepts are all the same! You've seen the damage. Surely it can be fixed within the night!"
"The Battlecannon will be inoperable without the correct parts and sanctification," repeated the Adept.
"And what of the men?" Commissar Yarbles piped up. "Are they to suffer under the merciless fire while the tanks sit idly???"
"The men need the Baneblade for their morale!"
Things were getting too hot for even Senior Officer Tetrain.
"Please," he started. "There will be a way. Stenson, Yarbles, sit down so we can begin organising in an orderly fashion." The tank commander just glared at him. In that glare, Tetrain realised that Stenson desperately wanted his job so that his tanks were always top priority. He stared back until the Tank Commander resumed his seat. The silence was choking... "What are our vehicle damage reports?"
"Analysing." The Tech Adept paused for a second. "3 Walkers with leg problems. Estimate: one day of repair each. 2 Hellhounds immobilised by mine fields. Estimate: two days for repairs. 3 Hellhounds wrecked by catastrophic Promethium tank failure. Estimate: Unrecoverable, though parts salvage possible. 2 Rhinos with heavy blast damage. Estimate: two days of temporary repairs and a request for further armour. Baneblade with minor to moderate hull damage. Battlecannon and both side-sponsons heavily damaged. Estimate: side-sponson repair time of five days. A request for new battle cannon components is required." The room sat in silence for a few seconds.
"We need the tanks up and running immediately!" The tank commander started shouting again.
"And the men?" the Commissar began to move to his feet again as Sanctioned Psyker Machuria raised his head and spoke.
"I wish to ask something of the Tech Adept" The others stared. Machuria rarely spoke in these meetings. He was regarded with contempt by many on the council.
"And what would that be?" Yarbles didn't even bother to hide his disregard for the psyker.
"Yarbles..." Tetrain's voice, though tired, held power and Yarbles resumed his seat, arms heavily crossed. "Machuria, continue."
"Tech Adept, how long would it take to remove damaged parts from the various vehicles?"
"That is an expansive question. Narrow your request."
"I mean how long would it take to gut vehicles and retrofit with other parts from other vehicles?"
The disbelief in Stenson's voice was barely contained "How is that going to -"
"Stenson." Again, Tetrain was able to quieten those beneath his command. "Adept?"
"One day to remove internal pieces from an individual vehicle. Retrofitting time varies. Time varies according to amount of vehicles being serviced at once."
Tetrain turned to the psyker. "Are you going anywhere with this?"
"I have a consideration to run by the council. I wish that the Baneblade be refitted. The ammunition for the Battle cannons and sponsons can now be removed as unnecessary. Similarly for some of the gunning and ammunition crews. Is it possible to have the space created from this with Prometheium tanks?"
Stenson's silent disbelief was now shattered. "Over my dead body!"
"STENSON!" The Senior Officer was now at his feet.
"This is madness! You do NOT let a twisted, warp infested thing make suggestions!"
"Remain Silent until the proposal is complete!" The tension hung in the air for a few seconds, and most of that time was Tetrain attempting to return to calmness. "Adept?"
"It is possible. Estimate: 2 days after removal of storage bays."
"Are you suggesting that we replace the inoperable systems with those weapons from immobilised or destroyed vehicles?"
"It is a suggestion, yes. However, i have a continuation to this... proposal" Machuria chose his words carefully to avoid the wrath of Stenson. "I believe that our Sanctioned Psykers, including myself, will be able to focus our energies together when we are concentrated in one place. I further propose that we, the Psykers, ride into battle
within the Baneblade."
Stenson laughed... this thing had to be mad.
"We are not letting scum like you corrupt the Emperor's divine Baneblade!"
Machuria smiled. The tank commander walked right into it. "How better to maintain the purity of the Emperor's mechanisations than with those who share His divine power?"
Stenson's anger made him red. Looking over the war council, he could see that at least some were considering the proposal legitimate.
"You surely can't consider this!"
"Silence, Stenson. Why promethium? Why not some of the heavier weaponry?"
"The heavier weapons can distract us as they are fired. Promethium is also among the more divine weapons we use. Combine that with the blessed light that reaches from Lascannons, and we may be able to become more effective again."
"Adept, can this truly be done within three days?"
"Correct. If this task is focussed on, refitting shall be complete within days."
"Then, council, we must decide on this proposal. All in favour, raise hands."
Six of the ten hands, including Tetrain's, raised. Stenson stood up and went for the door, shaking his head.
"This is madness... i will not willingly be a part of this!"
The council watched him leave.
It may be madness, Tetrain thought, but it still has passed... let us see what this Psyker can do...
Kroothawk Baneblade
Army: Kroot mercs
Points 750
BS 3
Structure points: 2
Front armour: 13
Side armour: 12
Rear armour: 12
Main weapon: Baneblade cannon (traditional)
Side sponsons: Krootox gun (2 per side)
Fire points:2
Carry capacity:5 (No Krootox or Knarlocs, Kroot hounds do not count towards this number)
Special rules:
-Camouflage - the Kroot have camouflaged the salvaged Baneblade so as to allow potential infiltration. It counts as having a 6+ cover save in the open, and may add +1 to it's cover save in any trees/jungles it is hiding.
-Infiltrate
-Veneration charmed - all weapons on the vehicle count as having a veneration charm, and may reroll to hit/scatter.
-Kroothawk totem - the salvaged Baneblade has a Kroothawk totem fitted inside, safely hidden amongst it's mighty armour.
Fluff:
Shaper Kane stared at the wreckage. Colossal, burnt, and ugly. The Orks had taken all the useful 'bitz' off that they could, and had sped off with their haul after dumping a few crates of materials and weapons as payment for ''elp in smushin' da 'oomie banger'. But they had left this, unable to pull the bent hull apart in order to take the astonishing cannon that had torn apart the Ork hordes. As Kane surveyed the scarred hull, he noticed how... natural it looked when caked in the mud and broken branches of war. And then... then an idea formed in his mind, his ancestors whispering the gears of war into life...
And this one: I'm not sure if this ought to be entered, since it is VERY similar to the one on page 13 of this:
www.comicbookpage.com/WH40K/Lords-of-Battle-v1.pdf
But oh well.
Ppoints:750
Unit:1 Emperor's Wrath
Type:Super-heavy tank
Structure Points:3
Armor:
Front:14
Side:13
Back:10
Weapons and Equipment:
Name/Range/Strength/AP/Special
Astartes Cannon/72"/9/2/Ordanence 1, 10"blast, Primary Weapon
Co-axil Autocannon/48"/7/4/Heavy 2 Co-axil
Demolisher Cannon/24"/10/2/Ordanence 1, 5"blast
Assualt Cannon/24"/6/4/Heavy4, Rending
Lascannon/48"/9/2/Heavy 1
WEAPONS AND EQUIPMENT:
- Turret mounted Astartes cannon with co-axial autocannon;
- Hull-mounted Demolisher cannon and twin-linked assualt cannon;
- Two sponsons, each with one lascannon
and one twin-linked assualt cannon;
- Searchlight and Smoke Launchers
- Power of the Machine Spirit
OPTIONS:
A Emperor's Wrath may be given the following vehicle upgrades from the
Space Marine codex: Hunter-killer missile, Pintle-mounted twin-linked
bolter.
A Emperor's Wrath may replace it’s two side sponsons with armour plates,
increasing its side armour to 14 at no extra cost.
Headquaters: 50pts
A high-ranking marine officer is using the Divinefist as a mobile field HQ.
The Emperor's Wrath has the Rites of Battle ability (codex: Space Marines p. 28) and
uses a Ld value of 10. This ability extends only to friendly Astartes forces from
the same chapter.
So, on what grounds should you judge? Here are my ideas:
Go judging! I'll give 72 hours for judging before deciding the winner!
thetyranidhive.proboards28.com/index.cgi?board=OtherGamesWorkshopstuff&action=display&thread=1203630050&page=1
To make things simple, I'll repeat the statlines:
koyori said:
Name: Death Wind
Statline:
Pts: 740
BS 3
Front Armour 14
Side Armour 13
Rear Armour 12
Main Weapon:
Omega Whirlwind: Range 120", S 5, Ap 4, Apocalyptic Barrage (9)
Side Sponsors: 2x Whirlwind Batteries
Special Rules: None
koyori said:
Name: Ignis Divine (Divine Fire in latin)
Statline:
Pts: 666
BS 3
Front Armour 14
Side Armour 13
Rear Armour 12
Main Weapon: 1x Ignis Cannon, Range 72", S 7, Ap 4, Apoc Flamer Template thingie
Side Sponsors: 4x Heavy Flamers
Special Rules: None
squidy said:
Name: Heretic MaulerStatline:
Points: 750
BS: 4
Front Armour: 14
Side Armour: 13
Back Armour 13
Main Weapon:
Super Fragmenting Bolter: Range: 48, S: 4, AP: 4 Apocalyptic Barrage (10)
Side Sponsons: 2X Assault Cannons.
Fluff: This was created for Medusa VI but when the battle was won before this monster could be used, the Imperium decided to use it to kill other stuff aside heretics.
brute said:
name: Flameaxestatline:
Points:500
BS:4
Front Armour: 14
Side Armour: 13
Rear armour: 12
Main weapon: Inferno gun turret mount
Sponson Weapons: inferno cannon (you know, the one on hellhounds)
Turret mounted weapons: 4x twin- linked heavy flamers
Hull mounted weapon: Incendary demolisher cannon
Incendary demolisher rounds: range:24" S:6 AP:4 Ordnance 1 7"blast ignore cover saves. any unit hit must take a fall back move, but immediately regroup
Structure Points: 3
Fluff: The sistes of battle LOVE flames
thepuritan said:
name: Da 'Oomie Smasha (Ork retrofit)Points:400
BS:-
Front Armour: 14
Side Armour: 13
Rear armour: 12
Main weapon: the tank itself
Sponson Weapons: Burnas
Orks are a very warlike people. However, even with their admittedly advanced technology, they are a very simple people. They love nothing more than to smash their (many) enemies with large heavy objects.
To this end, they have retrofitted looted Baneblades with powerfully large pistons and springs in order to launch the tank onto unsuspecting enemy units accross entire battlefields.
These tanks generally have large spikes, blades, and other such nastiness protruding from the undercarraige in order to ensure those unlucky enough to be crushed under the multi-ton vehicle do not survive the experience.
The "weapon" is impercise at best, but always spectacularly destructive.
Special Rules:
BOING! - During the shooting phase, if Da 'Oomie Smasha is not immobilized, it may perform its BOING! manuver instead of shooting.
Place the tank anywhere on the table. (well, really, you should probably just hold it over the spot you want to land)
Roll 3d6+the scatter die (roll an additional die for distance if the vehicle is stunned or shaken) to dertermine where the vehicle lands (place Da 'Oomie Smasha facing the direction of the scatter die) A result of HIT means the vehicle lands on target.
Any unfortunate models under Da 'Oomie Smasha when it lands take a S10 AP:1 hit.
Move any surviving models out from under the tank in base-to-base contact with it.
If a vehicle is under Da 'Oomie Smasha when it lands, Da 'Oomie Smasha will take a Glancing Hit on a d6 roll of 4+. (the enemy tank takes the S10 AP:1 hit as normal)
If Da 'Oomie Smasha lands on a peice of Impassable Terrain, reduce the deviation to place Da 'Oomie Smasha not on the terrain peice. It will take a Glancing Hit on a d6 roll of 1-3 and Penetrating Hit on a 4+.
Weighed Down: Contrary to conventional thinking, the Orks have made the thing they intend to launch into the air as heavy as they possibly could (the better to squish "dem 'oomies!"). Also, the various spikey bits jutting from the undercarraige tend to dig into the ground as the vehicle moves.
As a result, Da 'Oomie Smasha has a top speed of 6".
hyperkinetic said:
This may be taking the mickey out of this little design thing... but here goes anyway (it can be interesting AND a little silly at the same time). Note that i know very little about Apocalypse, Baneblades and IG... and these could be well broken/poor too NAME: Brainblade
PTS: (i am unfamiliar with the points of these things.. and i can not really make it fair/within reason... choose your own )
BS 3
Front 14
Sides 13
Rear 12
Structure Points: 2 (it is damaged in the middle of a campaign, so not up to full standards)
Weapons:
PsykerShot (see below for details)
2 Turret mounted TwinLinked Lascannons
1 Turret Mounted Inferno Cannon (takes place of the Battle Cannon)
2 Hull Mounted Twinlinked Heavy Flamers (takes place of the Demolisher)
Special Rules: Transports/contains your 0-5 Sanctioned Psykers (they can ignore the Advisors rule).
PSYKER SHOT: Each turn you roll for each Psyker as per normal (ie Psychic test and BS). You choose whether it is a Focused shot, a dispersed shot or an Arc. You must roll for all surviving psyker's Psychic test each turn you wish to fire.
As long as at least one of them passes their psychic test and hits, you then determine what sort of shot and range it has according to how many Psykers you currently have remaining. Firing can be in any direction and the range begins from whatever part of the Brainblade you wish. The base attacks possible are:
Focussed - S5 AP6. 18 inch Range.
Disperssed - S3 AP- Blast. 18 Inch Range.
For both of the above, for each surviving Psyker (as well as those who rolled a two on the Psychic test):
- Add one strength (raising to a Strength D weapon in the case of a 5 man focussed shot)
- Reduce the AP by 1 to a minimum of one
- Increase the range by 6 inches
If there are 3 or more survivors, increase the blast size (on the Focussed shot, this means that you are now using a Small blast template). If there are 5 remaining psykers, increase the blast size again and the range goes up to 60 inches.
You can also choose to do an arc shot:
Arc - S2 AP-. D6-1 Attacks. 18 Inch Range.
The effects of having multiple surviving Psykers are:
- Add 1 strength per psyker
- Reduce AP by 1 per psyker
- Add 1 attack per psyker
- Add 6 inches of range per psyker
If there are 5 surviving psykers, they become Small Blast shots and the range goes up to 60 inches.
So, for example, if you have 4 surviving psykers, you can choose to do the following:
- A Focussed shot that has an S10 AP1 blast over 48 inches
- A Dispersed shot that does S8 AP2 on a large blast template over 48 inches
- An Arc that does D6+3 S7 AP2 attacks over 48 inches.
You can not remove a Psyker as part of a "Weapon Destroyed" result.
Psykers will only disembark if the Baneblade is destroyed normally (if it is explodes etc, they do not survive). In this case, they now count as individual units and act as normal.
FLUFF
It was a heated meeting. Though they had advanced through some of the Traitor's lines, the Balor 5th had taken heavy casualties and destruction to do so. Tank Commander Stenson slammed his fist down hard on the table.
"We need that Baneblade back to its full potential!"
"The Battlecannon will be inoperable without the correct parts and sanctification. The side-sponsons can be repaired, but the time taken to do so may mean that the next push will have to be without them." The cool voice of the Tech Adept breezed through the room, as if it could return everyone to normality.
"There is never enough time for you, is there???" Stenson bellowed. "You Tech Adepts are all the same! You've seen the damage. Surely it can be fixed within the night!"
"The Battlecannon will be inoperable without the correct parts and sanctification," repeated the Adept.
"And what of the men?" Commissar Yarbles piped up. "Are they to suffer under the merciless fire while the tanks sit idly???"
"The men need the Baneblade for their morale!"
Things were getting too hot for even Senior Officer Tetrain.
"Please," he started. "There will be a way. Stenson, Yarbles, sit down so we can begin organising in an orderly fashion." The tank commander just glared at him. In that glare, Tetrain realised that Stenson desperately wanted his job so that his tanks were always top priority. He stared back until the Tank Commander resumed his seat. The silence was choking... "What are our vehicle damage reports?"
"Analysing." The Tech Adept paused for a second. "3 Walkers with leg problems. Estimate: one day of repair each. 2 Hellhounds immobilised by mine fields. Estimate: two days for repairs. 3 Hellhounds wrecked by catastrophic Promethium tank failure. Estimate: Unrecoverable, though parts salvage possible. 2 Rhinos with heavy blast damage. Estimate: two days of temporary repairs and a request for further armour. Baneblade with minor to moderate hull damage. Battlecannon and both side-sponsons heavily damaged. Estimate: side-sponson repair time of five days. A request for new battle cannon components is required." The room sat in silence for a few seconds.
"We need the tanks up and running immediately!" The tank commander started shouting again.
"And the men?" the Commissar began to move to his feet again as Sanctioned Psyker Machuria raised his head and spoke.
"I wish to ask something of the Tech Adept" The others stared. Machuria rarely spoke in these meetings. He was regarded with contempt by many on the council.
"And what would that be?" Yarbles didn't even bother to hide his disregard for the psyker.
"Yarbles..." Tetrain's voice, though tired, held power and Yarbles resumed his seat, arms heavily crossed. "Machuria, continue."
"Tech Adept, how long would it take to remove damaged parts from the various vehicles?"
"That is an expansive question. Narrow your request."
"I mean how long would it take to gut vehicles and retrofit with other parts from other vehicles?"
The disbelief in Stenson's voice was barely contained "How is that going to -"
"Stenson." Again, Tetrain was able to quieten those beneath his command. "Adept?"
"One day to remove internal pieces from an individual vehicle. Retrofitting time varies. Time varies according to amount of vehicles being serviced at once."
Tetrain turned to the psyker. "Are you going anywhere with this?"
"I have a consideration to run by the council. I wish that the Baneblade be refitted. The ammunition for the Battle cannons and sponsons can now be removed as unnecessary. Similarly for some of the gunning and ammunition crews. Is it possible to have the space created from this with Prometheium tanks?"
Stenson's silent disbelief was now shattered. "Over my dead body!"
"STENSON!" The Senior Officer was now at his feet.
"This is madness! You do NOT let a twisted, warp infested thing make suggestions!"
"Remain Silent until the proposal is complete!" The tension hung in the air for a few seconds, and most of that time was Tetrain attempting to return to calmness. "Adept?"
"It is possible. Estimate: 2 days after removal of storage bays."
"Are you suggesting that we replace the inoperable systems with those weapons from immobilised or destroyed vehicles?"
"It is a suggestion, yes. However, i have a continuation to this... proposal" Machuria chose his words carefully to avoid the wrath of Stenson. "I believe that our Sanctioned Psykers, including myself, will be able to focus our energies together when we are concentrated in one place. I further propose that we, the Psykers, ride into battle
within the Baneblade."
Stenson laughed... this thing had to be mad.
"We are not letting scum like you corrupt the Emperor's divine Baneblade!"
Machuria smiled. The tank commander walked right into it. "How better to maintain the purity of the Emperor's mechanisations than with those who share His divine power?"
Stenson's anger made him red. Looking over the war council, he could see that at least some were considering the proposal legitimate.
"You surely can't consider this!"
"Silence, Stenson. Why promethium? Why not some of the heavier weaponry?"
"The heavier weapons can distract us as they are fired. Promethium is also among the more divine weapons we use. Combine that with the blessed light that reaches from Lascannons, and we may be able to become more effective again."
"Adept, can this truly be done within three days?"
"Correct. If this task is focussed on, refitting shall be complete within days."
"Then, council, we must decide on this proposal. All in favour, raise hands."
Six of the ten hands, including Tetrain's, raised. Stenson stood up and went for the door, shaking his head.
"This is madness... i will not willingly be a part of this!"
The council watched him leave.
It may be madness, Tetrain thought, but it still has passed... let us see what this Psyker can do...
psychichobo said:
Hmm, I'll have a go at this, but bear with me if it seems OTT...Kroothawk Baneblade
Army: Kroot mercs
Points 750
BS 3
Structure points: 2
Front armour: 13
Side armour: 12
Rear armour: 12
Main weapon: Baneblade cannon (traditional)
Side sponsons: Krootox gun (2 per side)
Fire points:2
Carry capacity:5 (No Krootox or Knarlocs, Kroot hounds do not count towards this number)
Special rules:
-Camouflage - the Kroot have camouflaged the salvaged Baneblade so as to allow potential infiltration. It counts as having a 6+ cover save in the open, and may add +1 to it's cover save in any trees/jungles it is hiding.
-Infiltrate
-Veneration charmed - all weapons on the vehicle count as having a veneration charm, and may reroll to hit/scatter.
-Kroothawk totem - the salvaged Baneblade has a Kroothawk totem fitted inside, safely hidden amongst it's mighty armour.
Fluff:
Shaper Kane stared at the wreckage. Colossal, burnt, and ugly. The Orks had taken all the useful 'bitz' off that they could, and had sped off with their haul after dumping a few crates of materials and weapons as payment for ''elp in smushin' da 'oomie banger'. But they had left this, unable to pull the bent hull apart in order to take the astonishing cannon that had torn apart the Ork hordes. As Kane surveyed the scarred hull, he noticed how... natural it looked when caked in the mud and broken branches of war. And then... then an idea formed in his mind, his ancestors whispering the gears of war into life...
And this one: I'm not sure if this ought to be entered, since it is VERY similar to the one on page 13 of this:
www.comicbookpage.com/WH40K/Lords-of-Battle-v1.pdf
But oh well.
zangetsu said:
Emperor's WrathPpoints:750
Unit:1 Emperor's Wrath
Type:Super-heavy tank
Structure Points:3
Armor:
Front:14
Side:13
Back:10
Weapons and Equipment:
Name/Range/Strength/AP/Special
Astartes Cannon/72"/9/2/Ordanence 1, 10"blast, Primary Weapon
Co-axil Autocannon/48"/7/4/Heavy 2 Co-axil
Demolisher Cannon/24"/10/2/Ordanence 1, 5"blast
Assualt Cannon/24"/6/4/Heavy4, Rending
Lascannon/48"/9/2/Heavy 1
WEAPONS AND EQUIPMENT:
- Turret mounted Astartes cannon with co-axial autocannon;
- Hull-mounted Demolisher cannon and twin-linked assualt cannon;
- Two sponsons, each with one lascannon
and one twin-linked assualt cannon;
- Searchlight and Smoke Launchers
- Power of the Machine Spirit
OPTIONS:
A Emperor's Wrath may be given the following vehicle upgrades from the
Space Marine codex: Hunter-killer missile, Pintle-mounted twin-linked
bolter.
A Emperor's Wrath may replace it’s two side sponsons with armour plates,
increasing its side armour to 14 at no extra cost.
Headquaters: 50pts
A high-ranking marine officer is using the Divinefist as a mobile field HQ.
The Emperor's Wrath has the Rites of Battle ability (codex: Space Marines p. 28) and
uses a Ld value of 10. This ability extends only to friendly Astartes forces from
the same chapter.
So, on what grounds should you judge? Here are my ideas:
- Inventiveness: This one counts for a lot. Is this an original idea? Etc.
- Balance: Roughly how good the points cost for this is in relation to what it can do.
- Impression: What impression did it make on you? How do you think this could look on the battlefield?
Go judging! I'll give 72 hours for judging before deciding the winner!