LemonKing
Lieutenant
Sacrifice your turtles or face my wrath!
Posts: 140
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Post by LemonKing on Jun 14, 2011 6:17:37 GMT -5
ok now, what would your very own custom-superheavy/own vehicle be like? and what would be its base stats
E.G
Big Bertha
Cost; 900pts
Super Heavy Artillery
the "Big Bertha" was designed to be a super long-range artillery piece, with the ability to cripple and destroy light cruisers in low orbit
AV Values
F S R 13 12 11
Structure points: 3
Weapons
Continent Cannon
Str AP Type Range D 2 ordance 1, apocalyptic blast (10") 78"-unlimited
4 TL autocannons 4 TL Lascannons
Special rules:
Destruction: the Continent Cannon leaves a lava-filled crater in its aftermath,
after firing, all area terrain underneath the blast marker becomes difficult and dangerous terrain.
Options:
it may replace the 4 Tl autocannons with 4 TL heavy bolters at no extra cost
additionally it may replace the 4 TL autocannons OR 4 TL Lascannona with armour plates increasing its AV values by 1 to a maximum of 14 for + 50 pts,
or instead the player can swap out all 8 TL wepons with armour plates, increasing the armour values by two (to a maximum of 14)
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Post by The Hawk! on Jun 14, 2011 7:36:02 GMT -5
mmmmm, super artilalery :3
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Post by krasimirova on Jun 14, 2011 7:54:26 GMT -5
And this is why every single time a person has asked me if he can try out his new custom made unit i answer: No..
But i will play along with your mindfart..
- If you added 78" as minimum range, instead of just minimum indirect range, then maybe.. Just maybe... We could start talking..
- Then remove the additional weapons it has.. There isn't alot of sense in putting 8 heavy weapons on a field piece this size..
- If I should give you a general pointer..: If your super heavy is so good, that you cannot find a single thing in the codex/apoc books that is better at a certain job, then it is overpowered.. This gun you have made is silly and overpowered in all aspects.. Sorry..
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Post by havoc on Jun 14, 2011 12:06:42 GMT -5
Homebrew eh?
Avenger ground-attack aircraft 220
Armor 11/11/11 BS 3 ,Flyer
Hull mounted Ripper Gatling-Cannon R48" S8 ap4 Heavy 12 rending.
6xBombs
May replace Bombs with HK missiles for free.
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Post by RedsandRoyals on Jun 14, 2011 13:23:56 GMT -5
@havoc: That sounds like an A-10, intentionally, I suspect. I might suggest making the Ripper str 7 heavy 6 Twin Linked, Rending, making it more of a very angry autocannon then Punisher cannon on steroids. I'd also vote for AV 12 on the front, but that's just me.
Reds
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Post by cheminhaler on Jun 14, 2011 15:03:43 GMT -5
Monty Python's Mass conveyance Zeppelin 195
F S R 10/10/10 Open Topped skimmer
Structure Points 2
Transports 50 infantry
Weapons - twin-linked heavy stubber that can be upgraded to an autocannon, a heavy bolter or a lascannon
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Post by The Hawk! on Jun 14, 2011 17:00:27 GMT -5
>.< the bad thing is, i can just imagine that lol
Dave
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Post by Beav on Jun 16, 2011 3:48:04 GMT -5
100 pts Dis here thing Av: F 10 2 S 10 3 R 10 2Structure Points: D3 Wargear: Searchlight, shotgun Special Rules: Is that a warp drive? - The Dis here thing can move 30" per turn, no more no less. Open Topped Rough pic of what it looks liek damnit why are my pics always so big
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Post by treadiculous on Jun 16, 2011 4:29:20 GMT -5
Sorry for the wrong race but here's an idea I've had brewing a little while:
Ork Mega Trukka
Structure Points 4
Transport 60, BS 2 Front 14 Side 13 Underside 13 Rear 11 Fast, Open Topped, Ramshackle
Weaponry: 2 TL Big Shoota Fwd Sponson 2 Skorcha Side Sponson 6 Rokkit Toobz - one shot S8 G48" barrage pinning blast (scatter an extra D6", hits do not apply) Plenty of other fixed weapons which can be fired by the transported units. May transport Dreads, Kans, Warbuggies, Bikes, Wartrakks, Deffkoptas, Artillery.
Fire Points - Squillions!
Special Rules - Monsta Weelz - Ignores Difficult Terrain, Rolls 3 dice for dangerous Terrain and may choose, minus 3 from LD in tank shokk, may roll over obstructions of 3" height or less as long as two wheels always remain on the ground. Vehicles which are rolled suffer glancing hits at an additional - 1 to damage table (totalling minus 3) and are immobilised for the duration of the 'krumpin' after which they are free to move again. Turrets may not rotate while being squashed, though all weapons may continue to fire. Vehicles which are rammed by the frontal ram section do not prevent the Mega Trukk from continuing to move, and are pushed along in front of the Mega Trukk until they either slide to one side or are pushed into an impassible object which forces the Mega Trukk to start to climb over the vehicle / obstacle. If at any point 3 wheels are not touching the ground, the Mega Trukk must stop (next turn it can reverse).
Mega-Transport - The assault ramp provides a slope to descend down, though if this does not touch the ground or similar hard stable surface then disembarking units suffer difficult terrain test. Any unit which enters the vehicle from the rear may not disembark from the front until the turn after (as the vehicle is longer than 12").
Vulnerable to Barrage - Barrage weapons may effect units on upper crew platform, which provides a 3+ save to its transported infantry.
Points 800
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Post by The Hawk! on Jun 16, 2011 4:31:13 GMT -5
THAT IS HERECY.... SMITE HIM!!!!! but no, seriously, that is actually a pretty fair idea, really good model, but reflected in points Dave
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Post by havoc on Jun 16, 2011 4:36:34 GMT -5
^You mean HERESY?
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Post by The Hawk! on Jun 16, 2011 8:40:59 GMT -5
yes >.>
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alrahem
Guardsman
3rd Thoth ACR
Posts: 61
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Post by alrahem on Jun 16, 2011 12:59:36 GMT -5
This is one I'm actually working on the Model for, though I haven't gotten very far recently because of other projects. Name: Turgal Imperial Landing Craft Tank Points: 1500pts Type: Superheavy Orbital Lander Structure Points: 5 AV: 12/11/10 Transport Capacity: 10 Tanks or 1 Superheavy Tank (up to 3 Structure Points) Armament: 2 2-Long Barrel Demolisher Batteries (Front Hull Mount (limited traverse 45 Degrees) May only be fired when Landed) 4 Twin-linked Autocannon turrets (AA mounts, 2 per side) 4 Twin-linked Heavy Bolter turrets (2 per side) Special Rules: Fast Deploying Front Ramp: On the turn the LCT lands the front ramp deploys, all tanks (4) on lower deck may move off ramp. On the second turn after landing all tanks (6) on upper deck may move out of the vehicle (decks counts as road). A Superheavy takes 2 turns to deploy after landing. Naval Guns: The Demolisher Batteries are large slow firing Naval Guns, they may not fire on the turn the LCT lands, may only fire every other turn there after, and may not be fired the turn before the LCT takes off. Combined Fire: If both Demolisher Batteries fire at the same target treat as "Combined Fire" rule from Line Breaker Squadron on p.117 of the Apocalypse rulebook (Batteries count as 4 Vindicators for the purpose of destroying terrain). The design is based on WWII LCTs and the huge landers in the background of the cover art on Codex:IG. Here's some early WIP shots. The gun deck (Demolisher batteries) go over the front ramp between the eagle heads, and the AC/HB turrets go on the sides between the thruster pods (2 on each side, front one going where the arch is). Working on the front doors & ramp. Will have 2 engines per thruster pod & 2 large engines in the back, plus small wings along the side. The inside (tank decks, engine room & Bridge) will be detailed, Bridge will be built on toward the back of the top. Will try & make a project log when I get some more work done on it.
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Post by Hetfiltrator on Jun 16, 2011 16:02:48 GMT -5
Examples: Super-heavy Walker Immortalicus Titanicus WS2(6) BS5 S10 Front 14 Side 14 Rear 14 Unit type: Superheavy walker, Unique Cost: 5500pts Structure points: 12 Void sheids: 9
Equiptment: - Golden Glaive (Held in hands) - One wrist mounted double barreled turbo-laser Destructor - One wrist mounted Gatling cannon - Chest mounted Apocalypse cannon - Two shoulder mounted Hydra Flak batteries
Special rules: Blessed by the Emperor; Any models attempting to cast psychic powers within 12 inches suffer a -2 penalty to their leadership.
God-machine of legends; All imperial and Adeptus mechanicus models within 36" are fearless and have furious charge
Golden Glaive: A shining golden spear which the Immortalicus carries into battle. The Immortalicus May choose to use the golden Glaive as a ranged weapon instead of it's wrist mounted weapons it may only use one of the following; -Sweep: All enemy models in 12" must make an initiative test. If failed the unit takes 2D6 destructor hits, if the test is passed the unit is forced to the ground. -Crush: Range 24"+flame template S D Ap 1. Any infantry hit by this immeadiatly must pass a initiative test or be immediatly slain (this includes monstrous creatures). Tanks are immediatly hit and take 2D6 destroyer hits. -Impale (Close combat only) This may only be used against a superheavy walker. the Immortalicus immediately makes a single destroyer hit against the Superheavy should the attack succeed in taking a structure point, the super heavy immidiatly loses all of it's attacks. Note: None of these can be used if the Immortalicus has lost a hand
Hydra flak battery; Each hydra flak battery contains 6 Hydra flak cannons (Each of which can target independent flyers). These Batteries may only shoot at airbourne targets.
Apocalypse cannon: Possibly the most dangerous weapon created by the Imperium to date. Range 36"- unlimited Sspecial AP1 /rules 10" blast, Shockwave All non-superheavy or Gigantic creatures hit be the Blast radius are immediatly destroyed. Superheavies take 2D6 Destroyer hits and Gigantic creatures lose 2D6 wounds. Shockwave: after the Blast radius is resolved then roll D6 inches for the Shockwave the shokwave is measured from the edge of the 10" blast template and all models hit by it take D3 strength 6 hits that cause pinning.
Tank
The Vengeance-class Super-heavy bombardment tank - the Vengeance BS 5 Front 14 Side 14 Rear 13 Unit- 1 Vengeance-class Super-heavy Structure points- 5 Weapons and Equipment - Gratuitous bombardment cannon - 2 hull-mounted lascannons - Extra Armour, Searchlights and smoke launchers Special rules; Gratuitous Bombardment The Vengeance class superheavy works like a company of basilisks without the unnecessary crewmen. Its cannon contains a highly sophisticated loading system which permits it to fire a previously unthinkable volume of shells allowing the D.o.N.T. to smash most opponents into dust without wasting valuable manpower. Instead of concentrating concentrating all shots upon one unit you may choose to allocate two of the shells upon different viable targets within 7" of the main unit to represent the sheer scale of the bombardment. Gratuitous bombardment cannon Range 24"-280" S 8 AP 3 Rules Ordnance 3, 7" blast
Also for the Orks... Cost: 915pts "Teh Dakka-ning" Kustom Stompa WS 4 BS 2 S 10 Front13 Side13 Rear12 I1 A4 Weapons: Flameblecha (head mount) Deth Kannon with co-axial Giga-shoota(Left arm) Deffgunz(Left shoulder) Deth Kannon with co-axial Giga-shoota(Right Arm) Kustom Mega Blasta(Right shoulder) Giga-shoota (Hull mount) Deff arsenal
At full capacity this bad boy ork puts out 18D6 S6 AP4 shots, 2 7" blast templates at S10 AP1, 3D6 S9 AP3 shots, D3 S7 AP4 shots in addition to D3 Supa-rokkits, a S8 AP2 shot, and a Hellstorm Template.
But let me ask you... Even at that points cost... Wouldn't it be worth it?
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Post by ElegaicRequiem on Jun 16, 2011 16:56:51 GMT -5
I was wondering how long it would take before the Immortalicus Titanicus made it in here.
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Post by Hetfiltrator on Jun 16, 2011 16:59:42 GMT -5
Not long at all. I do love that titan! Also I changed the name of one of the rules.
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Post by Walrus on Jun 17, 2011 9:09:25 GMT -5
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Post by treadiculous on Jun 17, 2011 12:13:23 GMT -5
wow.. Rending Pony is truely the most awesome and feared unit I have encountered. Fantastic ruleset, I fully endorse its use, and may try and field an army (or two) to try and take down said beast to see if it possible!..
Nice Datasheet too!
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Post by Vice-Shogun Himura on Jun 17, 2011 15:00:51 GMT -5
I call this a Forgehammer, It is a Sapce marine Tank Superheavy what do you think?
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Post by treadiculous on May 8, 2012 7:54:02 GMT -5
okay... so here's a bunch of rules to accompany this crazy beast: commissar.proboards.com/index.cgi?board=Painting&action=display&thread=14801Mekka Dekka Roolz: Monsta Wheelz: 1)The Mekka Dekka may roll over other vehicles inflicting D3 glancing hits and will prevent turrets from traversing. The vehicles under the Mekka Dekka may still shoot but may not move until the Mekka Dekka is no longer on top of them. 2)If at any point more than 2 wheelz are no longer in contact with the ground then the Mekka Dekka must stop its forward movement* and next turn reverse until 2 or more wheelz are on the ground. 3)The Monsta Wheelz are so large they give a bonus 3” movement. (Combat Speed 9” Cruising Speed 18”) 4)Ignores all types of terrain unless it cannot drive over them. EG: buildings which are not destroyed by the initial ram, cliffs etc. 5)May drive over infantry if they have gone to ground or are Grots which are se small they don't need to duck, the unit being driven over must not be touched by the wheels... if they come into contact with the wheels then the models are instantly wounded though may take saves. Unstoppable Momentuum: For each turn moving at Cruising speed in a straight line the Mekka Dekka gains D6” movement. *The above will still apply even if more than 2 wheelz leave the ground as it scrapes its belly armour over what ever obstacle is beneath it. It takes 1 glancing hit for each D6” travelled in this way. If the Mekka Dekka is prevented from moving completely it takes 1 penetrating hit for each D6 it would have received. Rolling Behemoth: Will always push any vehicle it comes into contact with until either the vehicle slides to one side, is driven over, or trapped against immobile object. Damage caused for this is calculated as a ram, with an additional minus 1 glancing hit caused for every 6” travelled (total minus 3 on damage table). Ramshackle: When eventually destroyed the Mekka Dekka will collapse in a heap of junk, causing a S3 hit to every model in every unit embarked. The wreckage then becomes dangerous terrain. In addition any Embarked units which remain on the vehicle will suffer D6 S3 hits if they move. Units may choose to disembark the vehicle when it collapses at no further penaulty. The wreckage will also move in accordance to Unstoppable Momentuum rules above, this movement to be made upon destruction. Fuel Spillage: Each turn after the Mekka Dekka is wrecked / destroyed a pool of fuel grows beneath the heap of junk, on a 6+ it ignites, adding +1 for each turn after it is destroyed. Template Flame weapons will cause instant ignition, at which point all models still on the wreckage are killed. Underpowed Steerage: Driver Stunned results cause the Vehicle to Veer D6” randomly: 1-2 left, 3-4 Straight Ahead, 5-6 Right Drive Damaged: Due to the huge nature of the vehicle it's momentum is difficult to slow, drive damaged results only reduce the movement by 3” Assault Ramp: Models disembarking from the front ramp may assault in the same turn. Firin' Platform: Due to the Massive suspension and Huge tyres models may fire heavy weapons even if the Mekka Dekka moved at Combat speed. Dedicated Turrets : Only the turrets may fire if the Mekka Dekka moves Cruising Speed. Exposed Crew: Units on the top floor count as being in 4+ cover unless hit by Barrage weapons. These weapons also hit the Mekka Dekka (AV13) Structure Points 4 BS2 AV Front 14 Side 13 Rear 12 Belly 12 Transport 100(?) Points 1000 Super-heavy Tank Fire Points: Top Deck counts as Open Topped, Middle and Lower decks have 5 Fire Points on each side plus the mounted weapons. Giga-Shoota (Primary) - Turret Boom Gun + Co-axial Deffgun - Turret Big Lobba (Primary) - Turret Zzap Gun – Fixed Mount on Lobba Turret Rokkit Launcha (at least 2 - front facing - fired by embarked units) Big Shoota (around 5ish front facing, with 4 on either side - fired by embarked units) Skorcha (at least 2 - front facing - fired by embarked units) TL Skorcha (at least 2 - front facing - fired by embarked units) Feedback regarding this would be cool, the essential purpose is so I can move hundred(s) of infantry really quickly - rather than having to move them all 6" individually...
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Post by Shostak(AWOL) on May 8, 2012 13:18:02 GMT -5
A really nice and fun ruleset for a unique and rather random unit. The model looks awesome too!
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