Nuada_Obliage 0 Posted February 23, 2011 I have seen some stats some people have put up for the Leman Russ and some of its weapons before, I thik they are great but I would like to put up mine as well. Please be gentle Leeman RussType : Ground VehicleTactical speed: 12mManoeuvrability: +0Size:EnormousCrusing Speed: 55kphArmour: Front 42 side 38, rear 28Structural integrity: 40Special RulesReinforced HullReliable +10 to tech use tests to repair1 hull mounted weapon (las cannon, heavy, 300m, S/-/-,6d10+10,pen10,clip 40),( heavy bolter, Heavy, Range 150m, -/-/10, 2d10+10x, pen 6, clip 400, tearing )Sponsons can have • ( Plasma cannons, heavy,Range 150m, S/-/-, 2d10+11 E, Pen 10, Clip30, Blast(1) can be fired on maximal),• ( multi melta, heavy, 60m, S/-/-, 4d10+6 E, Pen 13, Clip 30 Blast (1),• Heavy bolters, Heavy, Range 150m, -/-/10, 2d10+10x, pen 6, clip 400, tearing• Heavy flamers, heavy, 30m, S/-/-, 2d10+6 6 10 2 full flame, clip 60 Turret weapon:• Annihilator: Twin linked Lascannons, range 300m, heavy, S/-/-, 6d10+10 E pen 10, clip 30, Twin-linked• Battle Cannon: Range 300m, Heavy, S/-/-, 3d10+12x, pen 8, clip 40, blast [6], devastating 2• Conqueror battle cannon: Range 300m, Heavy, S/-/-, 3d10+4x, pen 6, clip 46, blast [1], Gyros-if the vehicle moves at its tactical speed it does not take the -10 to BS, moving at twice tactical speed it takes -5 bso Co-axial Storm bolter, this is set beside the main gun and can only fire on the same target as the main gun, Range 100m,S/2/4, 2d10+5,pen 5, clip100, reload 2Full, Storm, Tearing)• Demolisher Siege Gun: Range 50, Heavy, S/-/-, 4d10+20x,pen10, clip 25, blast [10], devastating 5• Eradicator Nova Cannon: Range 200m, Heavy, S/-/-, 3d10+5 E, pen 8, clip 30, special: Ignores cover• Executioner Plasma Cannon: Range 200m, Heavy, S/3/-, 3d10+6 E, Pen 10, Clip 18, Blast(3) can be fired on maximal[4d10+8 E, Pen 20, Devastating [2]• Exterminator Auto Cannons: Twin-linked Auto cannons, Range 300m, Heavy, S/2/5. 4d10+5I, Pen4, Clip 360, Twin linked• Punisher Gatling canon: Range 200m, Heavy, S/-/15, 2d10+9, pen 6, clip 600, devastating 3• Vanquisher Anti Tank gun: Range 300m, Heavy, S/-/-, 3d10+5 I, pen 12, clip 28Destroyer Type : Ground VehicleTactical speed: 12mManoeuvrability: +0Size:EnormousCrusing Speed: 55kphArmour: Front 54 side 42, rear 30Structural integrity: 40Special Rules:Archeotech, the main gun and its sundry components cannot be repaired in the field and will need a dedicated repair facility and even then it is not guaranteed the weapon can be fixed, the drive system is however standard leman russ technologyReinforced HullHull mounted Laser Destroyer: 750m, S/-/-, 4d10+25E, Pen 30, clip 15, felling (2) Quote Share this post Link to post Share on other sites
MILLANDSON 305 Posted February 23, 2011 Just curious, but wouldn't the House Rules sub-forum have been more appropriate? You'd likely get more responses there. Quote Share this post Link to post Share on other sites
Nuada_Obliage 0 Posted February 23, 2011 my mistake sorry about that, I will post it there Quote Share this post Link to post Share on other sites
Frostfire 0 Posted February 23, 2011 Actually, I think you'd get more replies here. I'll reply there too, might as well. I think the stats are good overall. The Armor I think is up to par on the front, struct integrity seems normal. However, I don't know about the Reliable special rule. I tink Rhinos are really the only reliable ones out there, and that's because they are really easy to fix. I think the tactical speed and crusing speed can be lowered, and interchanged with somethign that dioesn't give them a minus to their ballistic skill while firing, and allowing heavy weapons to be fired on the move. I do question about the anihilator cannon on the top, as I don't know if there is a usual variant that does that in the turret. I think heavy flamer should be allowed as hull mounted too. Quote Share this post Link to post Share on other sites
Tygre 16 Posted February 24, 2011 I agree about removing the reliable special. The Rhino gets it because in TT the rhino can repair its imobilisation. But it is the only vehicle that does so. The Leman Russ may be rugged but battlefield repairs on the fly might be too much. According to Imperial Armour the max speed on road is 35. In TT they are lumbering behemoths (literally the name of one of their rules) I guess tactical speed to be around 10 then. The Executioner and Destroyer are rare variants and wouldn't be seen very often. I would make executioner Plasma Cannon Heavy 200m S/3/– 2d10+11 E Pene 10 Blast (1), Volatile. And can be fired on maximal. Like a Plasma Cannon but further range (maybe 225m) and can fire up to 3 shots like in TT. Their is no need to change the damage or make it blast 3. If all 3 shots hit that would already be 3x blast 3 on maximal, so 9 hits against a horde. Quote Share this post Link to post Share on other sites
Nuada_Obliage 0 Posted February 24, 2011 tygre said: I agree about removing the reliable special. The Rhino gets it because in TT the rhino can repair its imobilisation. But it is the only vehicle that does so. The Leman Russ may be rugged but battlefield repairs on the fly might be too much. According to Imperial Armour the max speed on road is 35. In TT they are lumbering behemoths (literally the name of one of their rules) I guess tactical speed to be around 10 then. The Executioner and Destroyer are rare variants and wouldn't be seen very often. I would make executioner Plasma Cannon Heavy 200m S/3/– 2d10+11 E Pene 10 Blast (1), Volatile. And can be fired on maximal. Like a Plasma Cannon but further range (maybe 225m) and can fire up to 3 shots like in TT. Their is no need to change the damage or make it blast 3. If all 3 shots hit that would already be 3x blast 3 on maximal, so 9 hits against a horde. Oh wow thanks for the responses. Yeah I guess it can be lowerd in terms of the speed but I stand by the executioner's weapon as it is, it is a full tank sized gun. Quote Share this post Link to post Share on other sites