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Marrok

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  1. Marrok

    Librarian Chaplains

    How about this wacky little idea: You start as a Chaplain, and during an "incident" against chaos forces you suffer from a Rage anurism, witch causes you to activate your latent psychic talent.
  2. Marrok

    Imperial Knight

    TT models are not exact comparisons, the dreadnought is in between 5-8 meters (shortest 5 meters), The most common type of a Knight is about nine metres tall(extract from http://warhammer40k.wikia.com/wiki/Imperial_Knight ). Remember, TABLETOP MODELS ARE NOT TO EXACT FLUFF SCALE!!!
  3. Marrok

    Imperial Knight

    The way i see it the Knights are a few meters taller then dreadnoughts, so even if the Knight weighs double the dreadnought it could be transported into battle the same way. ( orbital drop or gunship towing)
  4. Marrok

    Imperial Knight

    Makes me wonder, since the creation of the Dreadnought, why hadent the space marines been outfitted with at least one of these per Chapter, they make Dreadknights look like ****.
  5. Marrok

    Imperial Knight

    My third attempt at conversions, hope you like it, but as before if you can make it better post bellow so everyone can enjoy. Imperial Knight A Imperial Knight is equipped with two arm-mounted weapons, These weapons have a facing of forward, left, and right, and are always pilot-operated. There are several different types or patterns of Knights used on the Knight Worlds. These include: Knight Paladin - The Knight Paladin is the archetypal Knight walker, usually armed with a large calibre Battle Cannon and a giant Knight-sized Chainsword. The Battle Cannon possesses a long range and is capable of piercing even a true Titan's armour. The Chainswords used by Knight Paladins are described as being easily as destructive as the close combat weapons used by the larger Warhound-class Scout Titans, capable of harming even an Imperator 's armour plating. Type: Walker Tactical Speed: 10m Cruising Speed: 50 kph Manoeuvrability: +5 Structural Integrity: 65 Size: Enormous Armour: Front: 40, Side 37, Rear 32 Carry Capacity: None Crew: One Pilot Renown: Hero Weapons Battle Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 20; Reload 3 Full; Blast [10], Concussive [3], Reliable) Reaper Chainsword (melee; 3d10+20 R; Pen 10; Tearing) Shock Lance (Front Facing; Range 40m; S/–/–; 4d10+10 E; Pen 10; Clip N/A, Shocking) Boltgun (Front Facing; Range 90m; S/3/-; 1d10+5 X; Pen 4; Clip 240; Reload 2 Full; Tearing) Knight Errant - The Knight Errant is based on the same body as the Knight Paladin, but serves a more specialised purpose. Armed with potent Thermal Lances, it is highly suited to attacking large targets such as Chaos Titans and even Mega-Gargants, vaporising steel and flesh with equal ease. Like the Knight Paladin, the Knight Errant is also equipped with a close combat weapon supplementing its visor-mounted Shock Lance, although this pattern's most traditional armament is a Power Gauntlet. With such a weapons load-out, the Knight Errant is capable of inflicting notable punishment upon the largest of vehicles. Type: Walker Tactical Speed: 10m Cruising Speed: 50 kph Manoeuvrability: +5 Structural Integrity: 65 Size: Enormous Armour: Front: 40, Side 37, Rear 32 Carry Capacity: None Crew: One Pilot Renown: Hero Weapons Thermal Lance (60m; S/–/–; 3d10+20 E; Pen 15; Clip 40; Reload 2 Full Melta, Blast (1), Lance) Power Gauntlet (Melee; 3d10+24 E; Pen 8; Power Field) Shock Lance (Front Facing; Range 40m; S/–/–; 4d10+10 E; Pen 10; Clip N/A, Shocking) Boltgun (Front Facing; Range 90m; S/3/-; 1d10+5 X; Pen 4; Clip 240; Reload 2 Full; Tearing) Knight Lancer - The Knight Lancer is a variant of the standard Knight suit that has been designed for speed and agility. The Knight Lancer is most usually used to perform scouting actions, outflank enemy forces and distract them while heavier units can position themselves to attack. The Knight Lancer is equipped with a Battle Cannon to give it long range fighting capability, but its true armament is the Power Lance. The Power Lance is a relatively simple upgrade to the standard Shock Lance that is mounted on other Knight patterns. It operates by intensifying the bolt of energy normally expelled from Shock Lances, changing it into a searing arc of lightning capable of rending all but the strongest of armour plating and causing havoc in enemy ranks. The Power Lance has a very short range, but its nature makes it the perfect weapon for hit-and-run attacks. Type: Walker Tactical Speed: 15m Cruising Speed: 70 kph Manoeuvrability: +10 Structural Integrity: 60 Size: Enormous Armour: Front: 38, Side 35, Rear 30 Carry Capacity: None Crew: One Pilot Renown: Hero Weapons Battle Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 20; Reload 3 Full; Blast [10], Concussive [3], Reliable) Power Lance (Melee; 2d10+25 E; Pen 15; Tearing, Power Field) Shock Lance (Front Facing; Range 40m; S/–/–; 4d10+10 E; Pen 10; Clip N/A, Shocking) Boltgun (Front Facing; Range 90m; S/3/-; 1d10+5 X; Pen 4; Clip 240; Reload 2 Full; Tearing) Knight Crusader - The Knight Crusader alongside its counterpart the Knight Castellan are the heaviest types of Knight manufactured by Mechanicus Forge Worlds. These Knights are slower and less nimble than their kin, but benefit from much heavier weaponry and increased firepower as well as considerably thicker and sturdier armour plate. Because of their great bulk, the Crusader and the Castellan cannot move fast enough to generate the charge needed to fire a Shock Lance. Instead, they are used in a fire support role, providing covering fire for the other Knights and allowing them to charge in and engage the enemy in melee, whilst also picking off threats to the main force from a safe distance. The most common and notable feature of these Knight patterns is the modified shoulder-mounted Quake Cannon -- a massive artillery piece most often found on Warlord-class Titans or mounted on Imperator-class Titans' carapace hardpoints, capable of destroying Titans and entire buildings alike. The Knight Crusader supplements its Quake Cannon with a twin-linked Lascannon, used to destroy armoured targets at extreme range. Coupled with the Knight Crusader's excellent frontal shielding, this combination makes for a deadly fire support unit. Type: Walker Tactical Speed: 5m Cruising Speed: 35 kph Manoeuvrability: +0 Structural Integrity: 70 Size: Enormous Armour: Front: 45, Side 40, Rear 37 Carry Capacity: None Crew: One Pilot Renown: Hero Weapons Quake Cannon (Vehicle; 1500m; S/–/–; 3d10+20 X; Pen 20; Clip 20; Reload 4 Full; Accurate) Twin-linked Lascannons (Range 350m; Heavy; S/–/–; 6d10+10 E; Pen 10; Clip N/A, Twin-linked) Boltgun (Front Facing; Range 90m; S/3/-; 1d10+5 X; Pen 4; Clip 240; Reload 2 Full; Tearing) Knight Castellan - The Knight Castellan is identical to the Knight Crusader in every respect but one: rather than using Lascannons, the Knight Castellan supplements its weaponry with a multi-barrelled Autocannon. Although this weapon is relatively short-ranged, the hail of shells it delivers can easily cut down swathes of most enemy infantry and light vehicle units, or strip a Titan of its Void Shields in an instant. Type: Walker Tactical Speed: 5m Cruising Speed: 35 kph Manoeuvrability: +0 Structural Integrity: 70 Size: Enormous Armour: Front: 45, Side 40, Rear 37 Carry Capacity: None Crew: One Pilot Renown: Hero Weapons Quake Cannon (Vehicle; 1500m; S/–/–; 3d10+20 X; Pen 20; Clip 20; Reload 4 Full; Accurate) Twin-linked Autocannons (Range 350m; Heavy; S/3/6; 4d10+10 I; Pen 10; Clip 1000; Reliabe, Twin-linked) Boltgun (Front Facing; Range 90m; S/3/-; 1d10+5 X; Pen 4; Clip 240; Reload 2 Full; Tearing) Knight Baron - The Knight Baron is piloted by a superior warrior with razor-sharp combat and Knight-handling skills. A Baron Knight usually leads a Knight squadron into battle. As a sign of their command and societal status, every Baron uses a Knight custom-built to their exact specifications. This Knight pattern's armour plating is thick and resilient, and heavily decorated with House symbols and fluttering pennants in the colours of the Baron's estates. A Knight Baron is usually armed with a Battle Cannon and the destructive Power Lance, usually only found on Knight Lancers -- which also means that despite its exceptional sturdiness, the Knight Baron's armour is light enough to allow the machine to move fast enough to generate the charge necessary to operate the weapon, and to keep up with the charging Knight Lancers. In battle, the Knight Baron leads the assaults of his kinsmen, crashing through enemy lines like a bolt of lightning with his followers hacking into the foe around him with redoubled pride and fervour. Type: Walker Tactical Speed: 15m Cruising Speed: 65 kph Manoeuvrability: +12 Structural Integrity: 70 Size: Enormous Armour: Front: 47, Side 42, Rear 40 Carry Capacity: None Crew: One Pilot Renown: Hero Weapons Battle Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 20; Reload 3 Full; Blast [10], Concussive [3], Reliable) Power Lance (Melee; 2d10+25 E; Pen 15; Tearing, Power Field) Shock Lance (Front Facing; Range 40m; S/–/–; 4d10+10 E; Pen 10; Clip N/A, Shocking) Boltgun (Front Facing; Range 90m; S/3/-; 1d10+5 X; Pen 4; Clip 240; Reload 2 Full; Tearing) These rules apply to all patterns. Special Rules Super-heavy Walker: Walkers are able to ignore penalties for moving through diffi cult terrain, and negotiate obstacles such as rock slides, tank traps, fallen trees, and shattered buildings without penalty. This walker is particularly large and powerful. It is 10 metres tall and can walk over obstacles 5 metres high, or simply bulldoze through walls, forests, or medium-sized buildings without suffering negative affects. Titanic Critical Hits: Titan and other extremely large vehicles use their own Critical Hit Chart Enclosed: The greater majority of vehicles are completely enclosed, keeping their crew and passengers safe from the outside elements with thick slabs of armour, bulky hatchways and heavy ramps. Crew and passengers within an Enclosed vehicle may not attack targets with their own personal weapons unless they have some way of getting outside of the vehicle, be it through a hatch, doorway, or firing slit. Within an Enclosed vehicle, crew and passengers cannot be specifically targeted by those outside the vehicle (unless there is a particularly good reason, such as a mind-based Psychic Attack). Environmentally Sealed: The vehicle is sealed off from the outside world completely, allowing it to function in almost any environment. It will also have its own life support system. Vehicles that become exposed due to Critical Damage results lose this ability until their armour is repaired. Passengers and crew cannot fire their own personal weaponry from a vehicle with the Environmentally Sealed Vehicle Trait without first breaching those seals. Reinforced Hull: When a vehicle with a Reinforced Hull receives a Critical Hit, halve the results, rounding up. This does not affect rolls on the Critical Hit chart generated by Righteous Fury. Ion Shield: The protective shields utilised by Knight Titans are different from the Void Shields employed by true Titans. Instead, the Knights carry a small but potent directional power field generator across a 90 degree arc in front of the Knight. By skillfully manipulating this field, the Knight can slow and deflect incoming fire. Although giving ample protection to the front, this shielding fails at protecting the sides of the machine and even more so -- its back, which is completely vulnerable. In addition, unlike Titan Void Shields, Knight Ion Shields are unrechargable during combat once they have been breached or collapsed under enemy fire. Ion shields count as a barrier with provide +50 AP to the Knights armour. However, every hit against the armour reduces the AP by its damage amount(but a weapon’s Penetration has no effect), until the shield is depleted. The Shield covers the Front Facing of a Imperial Knight at a 5 metre distance and can be activated as a Half Action. Mind Impulse Unit - Knight Titans utilise a Mind Impulse Unit similar to that used by Titans for neural interfacing between the pilot and the machine, and these devices are similar if not identical to those used by true Titans. Knight Titans do possess a feral, instinctive consciousness or Machine Spirit that defines these God Machines, although it is weaker in strength and ferocity than those of the larger Titans. These weapons have a facing of forward, left, and right, and are always pilot-operated, unless stated otherwise. List of all mountable Weapons for Knight Titans: Reaper Chainsword (melee; 3d10+20 R; Pen 10; Tearing Power Gauntlet (Melee; 3d10+24 E; Pen 8; Power Field) Power Lance (Melee; 2d10+25 E; Pen 15; Tearing, Power Field) Shock Lance (Range 40m; S/–/–; 4d10+10 E; Pen 10; Clip N/A, Shocking) Boltgun (Front Facing; Range 90m; S/3/-; 1d10+5 X; Pen 4; Clip 240; Reload 2 Full; Tearing) Quake Cannon (Vehicle; 1500m; S/–/–; 3d10+20 X; Pen 20; Clip 20; Reload 4 Full; Accurate) Twin-linked Lascannons (Range 350m; Heavy; S/–/–; 6d10+10 E; Pen 10; Clip N/A, Twin-linked) Twin-linked Autocannons (Range 350m; Heavy; S/3/6; 4d10+10 I; Pen 10; Clip 2000; Reliabe, Twin-linked) Thermal Lance (60m; S/–/–; 3d10+20 E; Pen 15; Clip 30; Reload 2 Full Melta, Blast (1), Lance) Battle Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 12; Reload 3 Full; Blast [10], Concussive [3], Reliable) http://warhammer40k.wikia.com/wiki/Imperial_Knight You can make a modified version pop up from the Omega Vault(or several), use them against the Kill-team, or use the in other games like an Knight Titan Regiment in Only War. Hope you like em, to me they look badass and like allways if you can make em better share bellow so everyone can enjoy.
  6. Marrok

    Starcraft 2 conversion for Warhhamer 40k

    Its a literal conversion from the games stats i found online, plus its to different worlds, of course they would have different everything in materials, application, etc,... Well, the fluff doesn't matter when we're talking mechanics. Don't take this the wrong way - but what applicability do you see for this? If you plan to put the Confederacy inside the Imperium as an old human colony to bring back, that's a cool idea. i'd just contest human-sized marines carrying weapons head and shoulders above Astartes. Starcraft human tech is at or below Imperial tech in most cases. or as ancient STC, besides again i state its a literal conversion if you think you can balance thinks out, please do so
  7. Marrok

    Starcraft 2 conversion for Warhhamer 40k

    Its a literal conversion from the games stats i found online, plus its to different worlds, of course they would have different everything in materials, application, etc,... So of course its gonna maybe be of the top, i mean their equivalent for IG is power armour MARINES. (Plus less worry about the warp and !$!%)
  8. Marrok

    Centurion warsuits for Deathwatch

    i dont think the warsuit uses leg movement, but to be honest i have no idea how a space marine in power armour fits inside the warsuit
  9. Marrok

    Centurion warsuits for Deathwatch

    Thats all fine and dandy, and i get what you said now and before, but the simple fact is: you run you will get tired, you put on a suit that has legs that walk for you and it cant be considered a armour, but something that gets you from point A to point B (a.k.a. a vehicle) if you think you can make it an armour, try cuz honestly i think its easyer this way.(I mean wearing armour over armour, lol)
  10. Marrok

    Centurion warsuits for Deathwatch

    Of course its only meant for you to use when your either defending or attacking a location. And i gave my reasons for it not being a vehicle, i mean come on its a suit for your suit. Besides you ask me armour cannot walk for you, if you ask me, and the warsuit has mechanized legs for movement so you dont get tired, meaning its a vehicle. If it was armour, it would only have head armour the same at best, i meant look at that BACK.
  11. Marrok

    Centurion warsuits for Deathwatch

    Case in point (How long have you been lurking on here for someone to finally give you an excuse to use this pic? lol )
  12. Marrok

    Centurion warsuits for Deathwatch

    I think it could work (the erata version) Breaching Augur Two-Handed Melee - Primitive 2d10+11 R; Pen 7; Two handed;Tearing, Unwieldy, Power Field The other options kinda suck. Heavy Mining Drill One-Handed Melee - Primitive 5d10 R; Pen 15; Tearing, Unwieldy Steam Drill Two-Handed Melee - Primitive 1d10 I; Pen 3; Two handed;Primitive (), Unbalanced, Unwieldy And i used it as a vehicle cuz: 1. He is not walking, the warsuit is 2. its HUGE 3. Its practically Nemesis Dreadknight Junior
  13. Marrok

    Centurion warsuits for Deathwatch

    Omni-scope: Attack Modifer: +10 to hit Special: Combines Preysense Sight- No Darkness Penalties Already existed, no darkness penalties and +10 to hit
  14. Marrok

    Centurion warsuits for Deathwatch

    Thanks i had no idea that that was their size. I based Hulking on the size of the bikes and thought thats more or less as much hardware as a warsuit.
  15. Marrok

    Centurion warsuits for Deathwatch

    The only thing left is the renown and what happens when it explodes while your in it.
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