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New Vehicles (please post your own)


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#1 Santiago

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Posted 31 July 2014 - 02:05 PM

Post your homemade vehicles here!!!
 

Scylla
Ground Vehicle
Another old pattern from ages long gone. The Scylla is an armoured light artillery vehicle which for the better part resembles some kind of Chimera/flatbed truck  hybrid. It carries no turret but on the back of the vehicle the infamous Avalanche is mounted.

 

Type: Tracked Vehicle                                  Tactical Speed: 15m
Cruising Speed: 70kph                                 Manoeuvrability: +0
Structural Integrity: 30                                 Size: Enormous
Armour: Front 30, Side 22, Rear 16
Vehicle Traits:
Carry Capacity: Enclosed, Rugged, Tracked Vehicle
Crew: 1 Commander, 1 Driver, 2 Gunners (Hull Weapon, Avalanche)
Carrying Capacity: None
 

Weapons:
Hull Mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
Pintle Mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

Turret Mounted Avalanche Launcher (1500m; -/-/8; 2d10+2 X; Pen 2; Clip 32; Reload Special; Blast (5), Indirect (5))*
* Takes 2 Full Actions to reload 1 Tube



Avalanche Bombardment Launcher

Vehicle Launch
This highly inaccurate and unpredictable weapon is used to launch a barrage of frag missiles at entrenched positions. These 32 missile tubes are arranged eight wide and stacked four high. Their inaccurate nature allows for a bigger spread. Alternate loads for the Avalanche include the Scatter Missile and the Incineration Missile (1d0+5 E, Pen 6, Blast (5), Flame). It takes two full action per missile to reload this mighty beast.

Accatran "Panther" Combat Bike

Type: Wheeled Vehicle                                               Tactical Speed: 20m
Cruising Speed: 120kph                                              Manoeuvrability: +15
Structural Integrity: 15                                 Size: Hulking
Armour: Front 14, Side 12, Rear 12
Vehicle Traits: Bike, Enhanced Motive System, Open-Topped, Reliable
Carry Capacity: None
Crew: 1 Rider

Special Rules:
The Accatran Combat Bike does not suffer the penalties wheeled vehicles get when traversing difficult but instead, like tracked vehicles gains a +10 Bonus

Like its larger brother the Tauros the Accatran Combat Bike uses an silent-running, long-range, electric engine in combination with a special galvanic engine. The Panther is very manoeuvrable en can traverse urban environments as well as rural environments. The only downside is its lack of armour and that they are easily damaged when confronted with direct fire.


Kestral III Chimera Armour Transport:
This variant of the Chimera is unique to Kestral. Since Kestral has hardly no rural areas tracked vehicles are less useful so a wheeled variant based on an older STC was introduced.
Type: Wheeled                                                                                              Tactical Speed: 18m
Cruising Speed: 75kph                                                                Manoeuvrability: +5
Structural Integrity: 35                                                                Size: Massive
Armour: Front 30, Side 22, Rear 16
Vehicle Traits: Amphibious, Enclosed, Rugged, Wheeled Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Hull Weapon)
Carrying Capacity: 12 Imperial Guardsman plus gear

Weapons:

Turret-mounted Autocannon (300m, S/3/-, 3d10+8 I, Pen 6, Clip 40, Rld 2 Full, Reliable)
or
Turret-mounted Rotary Cannon (200m, -/-/10, 1d10+4 I, Pen 3 Clip 600, Rld 2 Full, Razor Sharp, Storm, Tearing)
Hull-mounted Heavy Bolter (150m, -/-/6, 1d10+8 X, Pen 5, Clip 60, Rld Full, Tearing)
Pintle-mounted Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Clip 80, Rld 2 Full)
         

Kestral X RRV:
Rapid Response Vehicles play a special role in the Kestral armed forces. They are used as patrol vehicles and first response vehicles by special teams such as Storm Troopers and Field Medics. The RRV is an oversized four wheeled lightly armoured road car.
Type: Wheeled                                                                                              Tactical Speed: 20m
Cruising Speed: 85kph                                                                Manoeuvrability: +10
Structural Integrity: 25                                                                Size: Enormous
Armour: Front 20, Side 16, Rear 16
Vehicle Traits: Enclosed, Rugged, Wheeled Vehicle
Crew: 1 Driver, 1 Gunner (Pintle-mounted Weapon)
Carrying Capacity: 5 Imperial Guardsman plus gear

Weapons:

Pintle-mounted weapon (Choose one of the following).
Heavy Stubber (100m, -/-/8, 1d10+4 I, Pen 3, Clip 80, Rld 2 Full)

Missile Launcher (300m, S/-/-, *, Pen *, Clip 1, Rld Full)
Automatic Grenade Launcher (80m, S/2/4, *, Pen *, Clip 20, Rld 2 Full)


Options:
The Pintle-mounted weapons sometimes have a Gun Shield  (See page 121 HotE).
A Medi-back variant was introduced to transport injured soldiers quickly to a field hospital, these models sacrifice the Pintle-mounted weapon for the capability to hold two stretchers and an Advanced Medi-kit. These models have their carrying capacity lowered to 2.


Civilian Road Car:
The Road Car is a vehicle used by those who can afford one. They can comfortably get you from point A to point B.
Type: Wheeled                                                                                              Tactical Speed: 18m
Cruising Speed: 75kph                                                                Manoeuvrability: +10
Structural Integrity: 16                                                                Size: Enormous
Armour: Front 13, Side 10, Rear 10
Vehicle Traits: Open Topped, Wheeled Vehicle
Crew: 1 Driver
Carrying Capacity: 4 passengers
 
Options:
Some are modified as technicals, they sacrifice 2 passengers for a gunner and a mounted weapon.


Small Industrial Flatbed Truck:
These commercial vehicles are used to transport loads throughout the city. Insurgents have been known to add some extra armour and mount on or two machine guns on top of them.
Type: Wheeled                                                                                              Tactical Speed: 15m
Cruising Speed: 65kph                                                                Manoeuvrability: +0
Structural Integrity: 26                                                                Size: Enormous
Armour: Front 18, Side 12, Rear 12
Vehicle Traits: Open Topped, Rugged, Wheeled Vehicle
Crew: 1 Driver
Carrying Capacity: 2 passengers and 5 metric tons of cargo


 


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#2 CabsianMaster

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Posted 02 August 2014 - 08:25 AM

Oh oh, Did I read "New vehicles"?  :lol:

 

Macharius Heavy Tank

The Macharius is an example of whAt are referred to as "second generation" Baneblade. The demand for super-heavy tanks far outstrips  supply and many lesser Forge Worlds petition the Adepts of Mars for the right to construct these fell machines

 

Type: Tracked Vehicle            Tactical Speed: 12 m
Cruising Speed: 26 kph          Manoeuvrability: -20
Structural Integrity: 76                   Size: Immense
Armour: Front 42, Side 32, Rear 27
Vehicle Traits: Ponderous, Reinforced Armour, Super Heavy, Tracked Vehicle
 
Crew: one commander, one main gunner (turret), two loaders (turret), one driver,
      one comms operator (twin linked heavy stubber), two sponson gunners
Carrying Capacities: none
 
Weapons: Turret-mounted twin linked battle cannon (750m, S/2/-; 3d10+10 X, Pen 5, Reload 3full, Blast[10], Concussive [3],                  Twin-Linked)
                 Hull mounted twin linked Heavy stubber (100m, -/-/16; 1d10+4 I, Pen 3; Clip 160, reload 3full, Twin-Linked)
 
         Sponson mounted (choose one of the following)
         - Heavy Bolter (front facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
         - Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray)
         - Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)      
 
Options: The Macharius may take one Pintle-mounted weapon atop the turret, between:
         - Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)
         - Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm
           Tearing)
 
Special Rules: The Macharius tank can be equipped with an additional hunter-killer missile
 
Macharius Vanquisher
 While rarer and harder to manufacture than battle cannons, they are capable of using special anti-tank shells in addition to normal munitions. Fired at very high velocities, the anti-tank shells can penetrate even the thickest of armour, turning this variant into a potent tank hunter.
 
Type: Tracked Vehicle            Tactical Speed: 12 m
Cruising Speed: 26 kph          Manoeuvrability: -20
Structural Integrity: 76                   Size: Immense
Armour: Front 42, Side 32, Rear 27
Vehicle Traits: Ponderous, Reinforced Armour, Super Heavy, Tracked Vehicle
Crew: one commander, one main gunner (turret), two loader (main gun), one driver,
      one comms operator (twin linked heavy stubber), two sponson gunners
Carrying Capacities: none
 
Weapons: Turret-mounted twin linked Vanquisher cannon (900m, S/2/-; 3d10+10 X, Pen 17, Clip 20; Reload 3full, Accurate,                  Twin-Linked)
                 Hull mounted twin linked Heavy stubber (100m, -/-/16; 1d10+4 I, Pen 3; Clip 160, reload 3full, Twin-Linked)
 
         Sponson mounted (choose one of the following)
         - Heavy Bolter (front facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
         - Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray)
         - Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)      
 
Options: The Macharius may take one Pintle-mounted weapon atop the turret, between:
         - Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)
         - Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm
           Tearing)
 
Macharius Vulcan:
Firing thousands of rounds per minute, the Vulcan is a highly-effective anti-infantry platform, able to sweep clear trench systems and suppress enemy heavy weapons teams. Since the mega-bolter is fed by a high-speed autoloader, the Macharius 'Vulcan' requires only a crew of six, using the space previously taken up by the two loaders for more ammunition.
Type: Tracked Vehicle            Tactical Speed: 12 m
Cruising Speed: 26 kph          Manoeuvrability: -20
Structural Integrity: 76                   Size: Immense
Armour: Front 42, Side 32, Rear 27
Vehicle Traits: Ponderous, Reinforced Armour, Super Heavy, Tracked Vehicle
Crew: one commander, one main gunner (turret),one driver,
      one comms operator (twin linked heavy stubber), two sponson gunners
Carrying Capacities: none
 
Weapons: Turret-mounted Vulcan Mega Bolter (500m; –/–/20; 3d10+5 X; Pen 6; 
         Clip 5,000; Storm, Tearing, More Power!†)
         Hull mounted twin linked Heavy stubber (100m, -/-/16; 1d10+4 I, Pen 3;
         Clip 160, reload 3full, Twin-Linked)
 
         Sponson mounted (choose one of the following)
         - Heavy Bolter (front facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; 
           Reload Full; Tearing)
         - Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload
           2full; Flame, Spray)
         - Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)      
 
Options: The Macharius may take one Pintle-mounted weapon atop the turret, between:
         - Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)
         - Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm
           Tearing)
 
Special Rules: 
               More Power!†: By diverting power from its advancedengines, the Macharius
               can overtax its Vulcan mega-bolter,temporarily increasing its rate
               of fire. During a Turn which the Stormlord does not move, the driver
               may expend a Full Action to redirect power, requiring an Ordinary (+10)
               Tech-Use Test. If he succeeds, for one Round the Vulcan mega-bolter
               inflicts an additional two hits for every Degree of Success (so,
               including its Storm Quality every Degree of Success inflicts a total
               of four hits.)
 
Crassus Armored Transport
 
The Crassus is an immense super-heavy armored trasnport, named after one of Lord Solar Macharius greatest general, Borgen Crassus. Even if classified as a super-heavy, the crassus still retails a good cruise speed for its size
 
Type: Tracked Vehicle            Tactical Speed: 15 m
Cruising Speed: 50 kph          Manoeuvrability: -5
Structural Integrity: 76                   Size: Immense
Armour: Front 42, Side 32, Rear 25
Vehicle Traits: Command and Control; Enclosed; Enhanced Motive Systems; OverDrive†
                Ponderous; Reinforced Armour; Super-Heavy
Crew: One Commander; One Driver; Two Forward Gunners, Two Sponson Gunners,
      One comms Operator.
Carrying capacities: 35 men in full equipment; or 2 remote operated Cyclops; or
                     equivalent cargo
 
Weapons: A Crassus have 4 weapon mounts: 2x front mounts with front/right and front/left facing, and 2x Sponson Weapon                    mounts with front/right and front/left facing. Choose any combination between the following:
         - Heavy Bolter: (150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
         - Heavy Flamer: (30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2full; Flame, Spray)
         - Lascannon: (300m; S/-/-; 5d10+10 E; Pen 10; clip 30; Reload 2full; Proven [3]
         - Autocannon: (300m; S/3/-; 3d10+8 I; Pen 6; Clip 40; Reload 2full; Reliable)
 
Options: A crassus can change its sponson weapons for additional armour: the Crassus
         looses its weapons but gains +5 Armour point on sides.
         The Crassus can take one Pintle-mounted weapon between:
         - Heavy stubber (100m, -/-/8; 1d10+4 I, Pen 3; Clip 80, reload 2full)
         - Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full;
           Storm Tearing)
 
Special Rules: The Crassus Transport can be equipped with an additional hunter-
               killer missile and/or a DozerBlade.
               OverDrive†: The Crassus possesses an unusually powerful drive
               system for a vehicle of its size. Its speed can match more lighter
               vehicle like Chimera, letting this huge Armored Transport to cross
               enemy battlefield to release his cargo. When Performing a Floor it!
               action the driver moves the vehicles 7 metres more for every degree
               of success instead of the typical 5m.
 
Edit: ok, not exactly new vehicles indeed, but still useful I hope!

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#3 Santiago

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Posted 03 August 2014 - 01:27 PM

Here is one more. A fast and agile tank perfect for two pc's and their comrades.

 

Fury Tank:

The Fury, like many of the other vehicles of the Imperial Guard, is based on the Chimera platform. Its turret is larger, wider and slightly further to the back of the vehicle.  Because it doesn't have transport troops it has space for a larger engine which makes it faster and more manoeuvrable allowing it to out flank heavier vehicles. It function in the theatre of war is to harass the enemy supply line and to take out heavy infantry, light vehicles and armour. It's usually deployed in packs of five.
 

Type: Tracked Vehicle                                  Tactical Speed: 18m
Cruising Speed: 85kph                                 Manoeuvrability: +10
Structural Integrity: 40                                 Size: Enormous
Armour: Front 32, Side 24, Rear 18
Vehicle Traits:
Carry Capacity: Amphibious, Enclosed, Rugged, Tracked Vehicle
Crew: 1 Commander, 1 Driver, Gunner (Hull Weapon/Loading), Gunner (Turret)
Carrying Capacity: None
 

Weapons:
Hull Mounted Heavy Bolter  (Front facing; 100m; –/–/6; 1d10+8 X; Pen 5; Clip 60; Reload Full, Tearing)
Pintle Mounted Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

Turret-mounted Long Barrelled Autocannon (450m; S/3/-; 3d10+8 I; Pen 6; Clip 40; 2 Full; Gyro Stabilised, Reliable)

Special Rules:
Due to the special construction of the turret and a combination of the Fury's unique Machine Spirit and sights its main gun gains the Gyro Stabilised special quality. The penalty for shooting the main weapon while moving is reduced to zero for shooting after moving its tactical speed and to -10 if it has moved twice its tactical speed.

 

Gyro Stabilised:
A Gyro-Stabilised weapon never counts its target as being farther than Long Range (normal maximum range still applies).

 

 

 



#4 Face Eater

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Posted 06 August 2014 - 05:59 PM

Demigriff

The need for rapid deployment of heavy artillery is often of paramount importance to Humanities Armed forces. Many of humanities enemies are smaller in number but use their greater manoeuvrability to attack the weakest defences before they can bring their artillery to bear. Static artillery defences are often left perilously thin, reserve troops can and are thrown into the defences but often without additional artillery support this is futile or incredibly costly. It is from this background that the Basilisk and self-propelled artillery like it has become one of the most common vehicles in the Imperial Guard arsenal. But dedicated vehicles like this are often in short supply, many a world has relied on the simple conversion that is the Demigriff. A chimera or Basilisk chassis with a battle cannon, or similar light artillery piece mounted in sub-structure the back. Even when heavier artillery, such as Earthshaker cannons are available it is not possible to mount such heavy weapons outside of the Manufactorium. Although they are often seen as a stop gap measure the sometimes continue to be created and employed long after the supply shortages ceased. Many regiments find it easier to maintain, that it has a longer operational range, more able to keep up with a Chimera and a number of other logistical benefits.

Type: Tracked Vehicle          Tactical Speed: 15 m

Cruising speed: 65 kph        Manoeuvrability: +0

Structural Integrity: 40        Size: Massive

Armour: Front 30, Side 22, Rear 16

Vehicle Traits: Amphibious, Open-Topped, Tracked Vehicle, Rugged

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon), 1 Loader (Main Gun)

Carrying Capacity: None        

 

Weapons:

Fixed Battle Cannon (750m; S/-/-; 3d10+10 X; Pen 8; Clip 12; Reload 3 Full; Blast [10], Concussive [3], Reliable)

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

           

Options

The Demigriff may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

 

There is a great variety to the Demigriffs in use even across the Spinward front. Some have a fully enclosed cabin, some even upgraded in the field by resourceful tech priests. For these vehicles replace the Open-Topped trait with Enclosed and reduce the Cruising speed to 60 kph.

 

The

 

 

Demigriff Vanquisher Tank Destroyer

Some Demigriff's mount an the mighty Vanquisher cannon (often torn from a destroyed Leman Russ or redundant emplacement) to be used as a very dangerous tank hunter. Lacking anything like the sort of armour of a battle tank makes this a dangerous business and ambushing their prey from long distance or concealed positions is their only hope of survival against organised opponents. Unsurprisingly these variants are often referred to as Demigriff tank destroyers or Demigriff Tank Hunters.

Type: Tracked Vehicle         Tactical Speed: 15 m

Cruising speed: 65 kph       Manoeuvrability: +0

Structural Integrity: 40       Size: Massive

Armour: Front 30, Side 22, Rear 16

Vehicle Traits: Amphibious, Open-Topped, Tracked Vehicle, Rugged

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon), 1 Loader (Main Gun)

Carrying Capacity: None        

 

Weapons:

Fixed Vanquisher Cannon (900m; S/-/-; 3d10+5 X; Pen 16; Clip 6; Reload 2 Full; Accurate)

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

 

Options

The Demigriff Vanquisher may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

 

There is a great variety to the Demigriffs in use even across the Spinward front. Some have a fully enclosed cabin, some even upgraded in the field by resourceful tech priests. For these vehicles replace the Open-Topped trait with Enclosed and reduce the Cruising speed to 60 kph.

 

 

Demigriff Annihilator Tank Destroyer

Some Demigriff's mount Twin-linked Lascannon to be used as a tank hunter. Unsurprisingly these variants are often referred to as Demigriff tank destroyers or Demigriff Tank Hunters. They lack the protection to go toe to toe with any main battle tanks and don’t have the weapon range to destroy a tank before it can get in range so must ambush the enemy or out-number the enemy. Fortunately the Lascannons and chimera chassis are relatively common and they are often produced in response to immediate threats.

Type: Tracked Vehicle         Tactical Speed: 15 m

Cruising speed: 70 kph       Manoeuvrability: +0

Structural Integrity: 40       Size: Massive

Armour: Front 30, Side 22, Rear 16

Vehicle Traits: Amphibious, Open-Topped, Tracked Vehicle, Rugged

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon), 1 Loader (Main Gun)

Carrying Capacity: None        

 

Weapons:

Fixed Twin-linked Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3], Twin-Linked)

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

 

Options

The Demigriff Annihilator may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

 

There is a great variety to the Demigriffs in use even across the Spinward front. Some have a fully enclosed cabin, some even upgraded in the field by resourceful tech priests. For these vehicles replace the Open-Topped trait with Enclosed and reduce the Cruising speed to 65 kph.

 

 

Where the GM deems that these are available the Demigriff and Demigriff Annihilator could be available as the Standard kit instead of the Basilisk for Arillery Regiments (HotE p40).


Edited by Face Eater, 06 August 2014 - 06:03 PM.


#5 Face Eater

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Posted 07 August 2014 - 05:57 PM

Hippogriff Self Propelled Gun

The Hippogriff is a self-propelled light artillery piece based on the ubiquitous Chimera chassis with increased armour protection and a battle cannon in an enclosed superstructure on the rear of the vehicle. It is a rare machine in the armouries of the Imperial Guard, its lack of turret, weaker armour and requirements to stop for effective firing make it a poor match for ubiquitous Leman Russ battle tank.

It's main benefit, compared to the Leman Russ is that it's simpler design is much quicker to produce, while this is often overlooked for the Guard, as the difference pales in comparison to the logistical effort of transporting the tanks light years across the galaxy, it's production has been welcome in PDF forces and on Beleaguered war worlds. PDF regiments that employ them often look on them with pride, as with some justification many of these planets governors cannot afford to create anything as expensive as a Leman Russ in anything like the numbers required. There are also those war worlds still capable of making Chimera chassis and Battle cannon where the amount of vehicles they can produce is direct concern. Some regiments of Imperial Guard, from worlds that were formerly war worlds like this, sometimes continue their production and use. Often they employ them in close concert with their Infantry, sometimes in specialist formations of a Hippogriff with a unit of mechanised infantry unit and chimera to provide close support for the gun.

Type:      Tracked Vehicle                   Tactical Speed: 12 m

Cruising speed: 40 kph                     Manoeuvrability: -5

Structural Integrity: 45                      Size: Massive

Armour: Front 35, Side 25, Rear 20

Vehicle Traits: Amphibious, Enclosed, Tracked Vehicle, Rugged

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon), 1 Loader (Main Gun)

Carrying Capacity: None                                       

 

Weapons:

Fixed Battle Cannon (750m; S/-/-; 3d10+10 X; Pen 8; Clip 12; Reload 3 Full; Blast [10], Concussive [3], Reliable)

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

                              

Options

The Hippogriff may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

 

 

Hippogriff Demolisher Assault Gun

Some Hippogriffs are fitted with the heavier Demolisher cannon and used in the assault gun role. It’s improved armour allowing it to roll within range to blast the enemy out of fortified positions and destroy bunkers. This often best employed tight terrain where it can move up to range with limited return fire. In such situations close infantry protection is of paramount importance to protect it from infantry ambushes to it more vulnerable flank and rear armour. Those regiments that employ this assault gun usually embed these tanks in dedicated siege infantry, mechanised infantry regiments or have dedicated mixed unit of their own.

This is a dangerous job and many Hippogriffs are upgraded. With anything that can be used as additional armour on its front facings, especially around the superstructure which is often just stacked with sandbags. In addition the street fighting or thick vegetation usually demands dozer blades or ram bars.

Type:      Tracked Vehicle                   Tactical Speed: 10 m

Cruising speed: 35 kph                     Manoeuvrability: -5

Structural Integrity: 45                      Size: Massive

Armour: Front 35, Side 25, Rear 20

Vehicle Traits: Amphibious, Enclosed, Tracked Vehicle, Rugged, Ponderous

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon), 1 Loader (Main Gun)

Carrying Capacity: None                                       

 

Weapons:

Fixed Demolisher Cannon (50m; S/-/-; 4d10+20 X; Pen 10; Clip 2; Reload Full; Blast [10], Concussive [3])

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

                              

Options

The Hippogriff may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

 

 

Hippogriff Annihilator Tank Destroyer

The Hippogriff chassis make a very useful tank destroyer when appropriately armed. The Hippogriff Annihilator is therefore one of the most common Hippogriff variants. While it does not enjoy the armour of a Leman-Russ or it’s turret mounted weapon which is a distinct disadvantage when attacking enemy formations, it is far easier to produce and used in defensive positions it can be a formidable opponent to attacking enemy armour.

Type:      Tracked Vehicle                   Tactical Speed: 12 m

Cruising speed: 45 kph                     Manoeuvrability: -5

Structural Integrity: 45                      Size: Massive

Armour: Front 35, Side 25, Rear 20

Vehicle Traits: Amphibious, Enclosed, Tracked Vehicle, Rugged

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon), 1 Loader (Main Gun)

Carrying Capacity: None

 

Weapons:

Fixed Twin-linked Lascannon (300m; S/-/-; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3], Twin-Linked)

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

 

Options

The Hippogriff Annihilator may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing

 

 

Hippogriff Vanquisher Tank Destroyer

The Hippogriff chassis is capable of mounting the deadly Vanquisher cannon. When doing so it becomes one of the most efficient Tank Destroyers in the Imperial Guard armoury, albeit not the most flexible. But in the correct positions it can destroy many times it’s number of enemy tanks and there are a number of deadly Hippogriff Vanquisher Aces from a number of regiments spread throughout the Spinward Front.

Type:      Tracked Vehicle                   Tactical Speed: 12 m

Cruising speed: 40 kph                     Manoeuvrability: -5

Structural Integrity: 45                      Size: Massive

Armour: Front 35, Side 25, Rear 20

Vehicle Traits: Amphibious, Enclosed, Tracked Vehicle, Rugged

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon), 1 Loader (Main Gun)

Carrying Capacity: None

 

Weapons:

Fixed Vanquisher Cannon (900m; S/-/-; 3d10+5 X; Pen 16; Clip 6; Reload 2 Full; Accurate)

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

                            

Options

The Hippogriff Vanquisher may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)



#6 Face Eater

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Posted 10 August 2014 - 11:44 AM

Hellhound Variants

 

Dire Wolf

The Dire Wolf is based on the Hellhound flame tank but instead of the Inferno cannon it mounts a terrifying Thermite Lance. A weapon that projects a mixture of two metallic dusts that when ignited react furiously. The reaction liquefies the metal reactants, melt through armour, weld vehicle components and can cause deadly burns to infantry with radiated heat alone. The roar of the massive reaction is well known and rightly feared by the Imperium’s enemies in theatres where it operates. The weapon is effective against almost all targets but the difficulty of propelling heavy powder gives it a short range and a tendency to clog the system that makes it somewhat unreliable compared to the liquid propellants used by other Hellhound variants.

Type:      Tracked Vehicle                   Tactical Speed: 18 m

Cruising speed: 70 kph                       Manoeuvrability: +10

Structural Integrity: 40                      Size: Massive

Armour: Front 30, Side 28, Rear 18

Vehicle Traits: Enclosed, Tracked Vehicle, Enhanced Motive Systems, Reinforced Armour

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon)

Carrying Capacity: None                                          

 

Weapons:                                                                                                          

Thermite Lance (30m; S/-/-; 3d10+10 E; Pen 8; Clip 60; Reload 2 Full; Spray, Melta, flame, concussive [2], Snare [1], unreliable)

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

·         Multi-Melta (Front Facing; 60m; S/-/-; 2d10+16 E; Pen 12; Clip 24; Reload Full; Blast [1], Melta)

                            

Options

The Dire Wolf may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

 

 

Barghest

The Barghest is a yet another version of the ubiquitous Hellhound. In the Barghest configuration the powerful Inferno cannon is replaced with the unstoppable but short ranged Hephestus Pattern Heavy Las-cutter more commonly referred to as a Barghest Las-cutter. A weapon like this this more commonly found in the Manufactoriums of the Imperium cutting armour on Imperial Navy Warships to shape than on the battlefield. When it is deployed on the Barghest it is used in an engineering the role, destroying obstacles and enemy fortifications. Woe betide any vehicles that allow the Barghest to roll up to the point blank range required to operate the weapon. The las cutter cutters vanned muzzle cuts a distinctive silhouette and the barrels in the rear of the tank are replaced with banks of batteries supporting the weapon.

Type:      Tracked Vehicle                   Tactical Speed: 18 m

Cruising speed: 70 kph                       Manoeuvrability: +10

Structural Integrity: 40                      Size: Massive

Armour: Front 30, Side 28, Rear 18

Vehicle Traits: Enclosed, Tracked Vehicle, Enhanced Motive Systems, Reinforced Armour

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon)

Carrying Capacity: None                                          

 

Weapons:

Barghest Las-cutter (3m; S/-/-; 6d10+10 E; Pen 20; Clip 60; Reload 2 Full; Felling [6])

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

·         Multi-Melta (Front Facing; 60m; S/-/-; 2d10+16 E; Pen 12; Clip 24; Reload Full; Blast [1], Melta)

                                                                                                                                         

Options

The Barghest may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

 

Warg

The Warg is a fairly distinctive variant of the Hellhound. The oversized turret has the short fat barrelled Heavy Shot-cannon known as the Warg cannon. Its conspicuous size made more so by the large recoil tubes on either side. The rear of the vehicle is less pronounced than other hellhound variants, instead of the large barrels of promethium there are magazines for the variety of ammunition used by the Warg cannon. The cannon itself is little more than a gigantic shot gun automatic shotgun. Its particular method of attack is simply to fill the air around it with shot in rapid succession. It lacks the enveloping flames of the hellhound but is not as vulnerable to harsh elements and more flexible in that it is able to fire numerous types of ammunition.

Type:      Tracked Vehicle                   Tactical Speed: 18 m

Cruising speed: 70 kph                       Manoeuvrability: +10

Structural Integrity: 40                      Size: Massive

Armour: Front 30, Side 28, Rear 18

Vehicle Traits: Enclosed, Tracked Vehicle, Enhanced Motive Systems, Reinforced Armour

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon)

Carrying Capacity: None                                          

 

Weapons:

Warg cannon (40m; -/-/6; ǂ; Pen ǂ; Clip 600*; n/a; ǂ)

*The cannon has a fire selector, the weapon is connected to two magazines, each can be loaded with different ammunition and they can be changed between with a free action.

ǂ Damage, Pen and Specials is dependent on the type of ammunition used.

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

·         Multi-Melta (Front Facing; 60m; S/-/-; 2d10+16 E; Pen 12; Clip 24; Reload Full; Blast [1], Melta)

                            

Options

The Warg may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

 

Yeth Hound

The Yeth Hound version of the hellhound is armed with a massive the grenade launcher. The low pressure of the grenade launcher enables the application of the largest shell possible but means the range is severely limited. Hence it is not useful except on a platform as fast and well armoured as the Hellhound thus it usually known as the Assault Mortar. Its main problem is that because of its lack of own rarity it can be difficult to find anything other than the basic frag ammunition.

Type:      Tracked Vehicle                   Tactical Speed: 18 m

Cruising speed: 70 kph                       Manoeuvrability: +10

Structural Integrity: 40                      Size: Massive

Armour: Front 30, Side 28, Rear 18

Vehicle Traits: Enclosed, Tracked Vehicle, Enhanced Motive Systems, Reinforced Armour

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon)

Carrying Capacity: None                                          

 

Weapons:

Assault Mortar (40m; S/-/-; ǂ; ǂ; Clip 1*; Half; ǂ)

*The cannon has a fire selector, the weapon is connected to three magazines, each can be loaded with 12 rounds of different ammunition and they can be changed between with a free action.

ǂ Damage, Pen and Specials is dependent on the type of ammunition used.

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

·         Multi-Melta (Front Facing; 60m; S/-/-; 2d10+16 E; Pen 12; Clip 24; Reload Full; Blast [1], Melta)

                            

Options

The Yeth Hound may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

 

Black Dog

Another variation of the ubiquitous Hellhound is that Black Dog, a tank with Inferno cannon replaced with an extremely heavy version of the exotic Webber weapon. This gives its turret the distinctive flared muzzle that the webber is known for. Despite the exotic, expensive weapon and lack of offensive power this is one of the more commonly seen of the non-standard Hellhound variants but only because it almost exclusively used by the Adeptus Arbites. Even when the Arbites aren’t concerned with casualties they are usually working in major cities and hives where building damage needs to be limited and flame weapons are out of the question. They do occasionally use the Warg but among the Arbites the Black dog is most prized.

Type:      Tracked Vehicle                   Tactical Speed: 18 m

Cruising speed: 70 kph                       Manoeuvrability: +10

Structural Integrity: 40                      Size: Massive

Armour: Front 30, Side 28, Rear 18

Vehicle Traits: Enclosed, Tracked Vehicle, Enhanced Motive Systems, Reinforced Armour

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon)

Carrying Capacity: None                                          

 

Weapons:                 

Web cannon (40m; S/-/-; Dam None; Pen 0; Clip 50; N/A; Spray, Snare [4])

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

·         Multi-Melta (Front Facing; 60m; S/-/-; 2d10+16 E; Pen 12; Clip 24; Reload Full; Blast [1], Melta)

                            

Options

The Black Dog may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

 

Lycaon

This variation is very much unknown outside of the main forces of the central Adeptus Mechanicus. The technology of the powerful Graviton cannon it carries is closely protected by the Adeptus Mechanicus but the forces from the Lathe World both build and utilise this weapon. It is rarely seen but its effects are dramatic, pinning entire units to the ground, immobilising vehicles and collapsing weakened structures. The vehicle itself also contains a number of advanced features that were not included on and Hellhounds produced on hive worlds.

Type:      Tracked Vehicle                   Tactical Speed: 18 m

Cruising speed: 70 kph                       Manoeuvrability: +10

Structural Integrity: 40                      Size: Massive

Armour: Front 30, Side 28, Rear 18

Vehicle Traits: Enclosed, Tracked Vehicle, Enhanced Motive Systems, Reinforced Armour, Damage Control, Environmentally sealed.

Crew: 1 Commander (Main Gun), 1 Driver, 1 Gunner (Hull Weapon)

Carrying Capacity: None                                          

 

Weapons:                 

Graviton Cannon (30m; S/-/-; Dam Special; Pen 0; Clip 40; N/A; Spray, special)

Hull Mounted weapon (choose one of the following):

·         Heavy Bolter (Front Facing; 150m; -/-/6; 1d10+8 X; Pen 5; Clip 60; Reload Full; Tearing)

·         Multi-laser (Front Facing; 150m; -/-/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable)

·         Heavy Flamer (Front Facing; 30m; S/-/-; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

·         Multi-Melta (Front Facing; 60m; S/-/-; 2d10+16 E; Pen 12; Clip 24; Reload Full; Blast [1], Melta)

                            

Options

The Lycaon may take one Pintle-Mounted weapon at the front of the vehicle (choose one of the following):

·         Heavy Stubber (100m; -/-/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)

·         Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

 

 

New weapons:

 

Thermite Lance

The thermite weapon that projects a mixture of two metallic dusts that, when ignited, react furiously. The reaction liquefies the metal reactants, melting through armour, welding vehicle components and can capable of causing serious burns to infantry with radiated heat alone. The roar of the massive reaction is both distinctive and deafening. Targets covered in this super-hot burning metal must contend with bright flash of the reaction, the deafening roar of the burning and even after it had finished reacting (with burns quickly compared to promethium) they will still be covered in liquid metal and anything they have that can be ignited is probably on fire.

The Thermite lance is fuelled by a reservoir of chemicals that take up the rear of the tank. It can only be reloaded in a dedicated facility and takes at least an hour.

 

Barghest Las-cutter

This immensely powerful version of the hand held las-cutter is mounted in the turret of the Barghest tank. It can cut through almost anything, either carefully to create breaches or slicing through targets as it’s tracked across it. The las cutter can cut a 30cm line through up to 2m of armoured steel per turn, or proportionally more on thinner or weaker materials but the vehicle needs to be completely stationary to do more and a destructive attack.

Recharging the Barghests las-cutter battery banks can be done at any large scale generator, such as those that feed any Manufactorium or are deployed in the larger Guard bases. But the process takes 6 hours to completely recharge an empty battery bank.

                                                                                                                                                    

Warg cannon

The Warg cannon is best described as a heavy shot-cannon, a short barrelled smooth-bore gun that fire massive shells. The normal ammunition is shells that are tightly packed with shrapnel. The effect of such a large amount of shot and such a short barrel is shower the area in front of the weapon with shrapnel indiscriminately, somewhat like an old fashioned back powder cannon firing grape shot but with far superior coverage. While this has disadvantages against the hellhounds inferno cannon against single targets it does work in more adverse conditions and its rapid fire allows is cover wide areas with shrapnel. There a number of other shell types that give a huge amount flexibility.

The internal magazines that the Warg cannon are connected to each contain 600 rounds. Once emptied that magazine cannot be used again until reloaded from outside the vehicle using ammunition supplied from another support transport. Each need to be reloaded separately and take at 15 minutes to reload.

 

Assault Mortar

The Assault Mortar is a stop gap weapon, an adaption to fire the largest possible shells for a tank of the size. This compromise means it is severely limited in range but it can fire shells capable of destroying hardened fortifications and as such it mostly used as engineer vehicle but the shells of that size are more flexible than that. Frag shells capable of covering wide areas or flame shells that can douse a large area in incendiary fuel.

The mortar is connected to three different internal magazines by partially automated autoloader. Each contains 18 shells and can each contain a different type of shell. A shell from any of these three magazines can be loaded into the weapon with the standard reload action. Reloading one of the internal magazines takes at least 10 minutes and additional ammunition must be carried by a separate transport.

 

Web Cannon

Web weapons are known throughout the Imperium and have been for its whole history. But still they are rare, even the judges of the Adeptus Arbites deem them unnecessary, in almost all cases deadly force is more efficient. Unless there are important, innocents among the ‘perps’ or some-one is needed alive for questioning. The largest of these web weapons is the Web Cannon mounted on the black dog. It produces a Terrifying and indiscriminate flood of web can cover entire areas and dozens of people in tough webbing. It can even be used to seal entire buildings in web.

The barrels of web fluid in the back of the tanks need to be refilled at a dedicated facility and takes at least an hour.

 

Graviton cannon

This high tech weapon is one of the most advanced technological marvels that the Adaptus Mechanicus deploys to the battlefield. It is capable of literally adjusting the fundamental physics of the affected targets, multiplying the effects of gravity upon them and crushing below their own multiplied weight.

Targets effected by the weapon must make a very hard (-30) Strength test or be knocked down and pinned. Those on hard surfaces take 1d10 falling damage and are affected for 1d10 rounds (which can be refreshed with further applications). Damage can be adjusted for softer surfaces, or more dangerous or if the affecter person falls from a higher level.

Attempting any action while pinned requires an opposed strength test against a Strength 50 (unnatural +4). Drivers of moving vehicles must make a (-20) Operate test or crash. Pilots of flying or skimming vehicles that are affected must make this role with a (-40) penalty instead. In addition, and weak or heavily loaded structures can collapse.

The entire rear of the vehicle contains banks of batteries to power the weapon. Once fully depleted it takes 6 hours to recharge and specialist or industrial power supply.

 

 

Table 3.1: NEW WEAPONS

 

Name                    Class      Range   RoF Dam   Pen Clip Rld Special            Wt         Availability

Thermite Lance Vehicle 30m       S/-/-  3d10+10 E  8  40  N/A  Spray, Melta,  750kg  Extremely  Rare

     Snare [2], unreliable,

     concussive[2], flame     

Barghest Las-cutter  Vehicle 3m  S/-/-  6d10+10 E  20  80  N/A  Felling [6]   600kg    Very Rare

Warg cannon     Vehicle 40m       -/-/3      ǂ             ǂ             600  N/A  ǂ     700kg    Very Rare

Assault Mortar  Vehicle 40m       S/-/-      ǂ             ǂ             1       Half  ǂ      600kg    Rare

Web cannon      Vehicle 40m       S/-/-      None  0  50  N/A Spray, Snare [4]  600kg Extremely Rare

Graviton cannon  Vehicle  30m   S/-/-   Special     0  40  N/A   Spray,             650kg    Near Unique

 

ǂ Damage, Pen and special depend of the ammunition used. Refer to table 3.2

 

 

Special Ammunition:

Warg cannon shells

The squat wide shells of the Warg cannon come on a number of varieties for different tasks.

 

Warg cannon shot shell

The most commonly used and standard ammo for the Warg Cannon. A simple shotgun like shell densely packed with irregular shrapnel.

 

Warg cannon nail shell

The nail shell is an adaption for tougher targets and more directed fire. The shell is filled with nearly hundred darts that are as long as the interior of the shell itself. They have mono filament tips and twisted groved rears that act to stabilise them. These projectiles flier further and straighter, peppering a small area with deadly darts. They increase the guns range by 50%, to 60 m.

 

Warg cannon inferno shell

The flame shell for the Warg cannon is very similar to those used in standard shotguns. The shell is filled with sticky flammable fuel that is propelled at the target by the propelling charge. The

 

Warg cannon Krak shell

Tbe warg cannon also has a krak shell used for attacking armour. It is very similar to the krak grenades used in grenade launchers, but of a larger scale. Unfortunately, as the Warg its self was never widely used, and the krak shells are not easy to fabricate, they are noticeably rare.

 

Assault mortar shells

The shells used in the Yeth Hound Assault mortar are a rare find. They are pretty much used exclusively in that weapon, which itself is not common. There are many of the standard shell types that are used in many of the normal mortars but many of the non-standard ones can be difficult to find. Where used though, they do make themselves quite popular. The rounds are comparable to artillery and on a fast vehicle it can be applied directly when the ground troops require it.

 

Assault mortar frag shells

The heavy frag grenades are fairly simple and packing a large enough charge to be dangerous to infantry and light buildings.

 

Assault mortar demolition shells

The classic high explosive round for the assault mortar that is designed to destroy fortified structres with brute, explosive force. Of course that also means it has some limited anti-tank ability.

When we attacking a building or fortification the penetration is doubled and it rolls an extra d10 damage.

 

Assault mortar inferno shells

These shells contain a simple payload of incendiary chemicals. The size of the shell means that it can flood a large area with burning fuel that will can devastate a defensive strongpoint.

 

Assault mortar Smoke shells

As mundane as it seems, the ability to lay down a heavy smoke screen is often invaluable to the advance of an army. This job is normally performed by the army’s mortars, and the Assault mortar also has this ability.

 

Table 3.2: Special Ammunition

Name                                    Dam            Pen  Special                                 Wt.         Availability

Warg cannon shot shell      2d10+4 I        0     Spray                                     1 kg        Common

Warg cannon nail shell       2d10+10 R    5     Scatter, Blast [3], Range 60  1 kg        Rare

Warg cannon inferno shell 1d10+5 E       4     Blast [5], Flame                     1 kg        Very Rare

Warg cannon krak shell     3d10+6 X        7    Proven [2], Concussive [3]    1 kg        Extremely rare

Assault mortar frag shells 3d10 X             2    Blast [10], Concussive [2]      20 kg      Rare

Assault mortar demolition shell 3d10+6 X 8   Blast [4], Concussive [3],        20 kg Common

                                                                        Proven [2]

Assault mortar inferno shells    2d10+8 E  2   Blast [8], Flame                      20 kg      Very Rare

 

Assault mortar Smoke shells       -              -       Smoke [12]*                       20 kg      Common

*Unlike blind this only stops normal vision.






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