Warhammer 40,000 (Roboute Guilliman)

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Batgirl III
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Warhound Scout Titan

Post by Batgirl III »

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Warhound Scout Titan
Warhammer 40,000 Character
Power Level 14 ( 220 PP )

Esau Turnet, Warhound Scout Titan Senior Princeps of the Death's Heads wrote:They are insignificant insects to be crushed. I fear no footslogger. No mud-covered infantryman can stand against the strength and speed that is within me and my Warhounds. They shall all die.
ABILITIES
Strength 12
Stamina ——
Agility 0
Dexterity 0
Fighting 8
Intellect 0
Awareness 2
Presence 2

SKILLS
Expertise [Archeotech] 5 (+5), Expertise [Tactica Imperialis] 10 (+10), Intimidation 2 (+10), Perception 8 (+10), Ranged Combat [Titan Weapons] 8 (+10), Stealth 2 (-10), Technology 5 (+5)

ADVANTAGES
Benefit (Status [3]), Diehard, Fearless, Improved Initiative (2), Move-By Action

POWERS
Titan Walker [ 99 PP Total ]
Adamantium Hull Protection 2; Impervious Toughness 9 [ 11 PP ]
Combat Walker Movement 2 (Sure-Footed [2]); Speed 4 (30 MPH) [ 8 PP ]
Construct Immunity 35 (Dazzle Effects [5]; Fortitude Effects [30]) [ 35 PP ]
Sensorium Senses 12 (Auditory: Extended [2]; Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Extended [2], Time Sense [1]; Radio: Extended [2], Radio [1]) [ 12 PP ]
Titanic Growth 12 (+12 Strength, +12 Toughness; +14 Mass, +3 Size, +1 Speed; +6 Intimidation, -12 Stealth; -6 Defenses; E: Innate [1], Increased Mass [2], Permanent) [ 27 PP ]
Void Shields Protection 6 (E: Sustained) [ 6 PP ]

Titan Primary Armament [ 41 PP Total ]
A Warhound Scout Titan's right arm must be mounted with one of the following:
Inferno Gun Damage 6 (E: Area [250' Cone; x3], Dynamic, Incurable [1], Ranged, Secondary Effect, Split [1]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 41 PP ]
Plasma Blastgun Damage 10 (E: Area [60' Burst; x2], Dynamic, Incurable [1], Penetrating [9], Ranged; F: Unreliable) [ 41 EP ]
Turbo-Laser Destructor Damage 12 (E: Dynamic, Extended Range [3], Improved Critical [3], Penetrating [10], Ranged) [ 41 EP ]
Vulcan Mega-Bolter Damage 6 (E: Area [10 x 60' Line; x3], Dynamic, Extended Range [1], Improved Critical [1], Multiattack, Penetrating [2], Ranged) [ 41 EP ]

Titan Primary Armament [ 2 PP Total ]
A Warhound Scout Titan's left arm must be mounted with one of the following:
DAE: Inferno Gun [ 2 PP ]
DAE: Plasma Blastgun [ 2 PP ]
DAE: Turbo-Laser Destructor [ 2 PP ]
DAE: Vulcan Mega-Bolter [ 2 PP ]

DEFENSE
Dodge (8) Base 14
Parry: (8) Base 6
Fortitude: —— ——
Toughness: (14/20) ——
Will: (8) Base 6

WORKSHEET
Attack: 8 Effect: 12 Total: 20 (Unarmed)
Attack: —— Effect: 6 Total: 6 (Inferno Gun)
Attack: —— Effect: 10 Total: 10 (Plasma Blastgun)
Attack: 8 Effect: 12 Total: 20 (Turbo-Laser Destructor)
Attack: —— Effect: 6 Total: 6 (Vulcan Mega-Bolter)
Dodge: 8 Tough: 14/20 Total: 22/28
Parry: 8 Tough: 14/20 Total: 22/28
Fort: —— Will: 8 Total: 8


ABILITIES [ 14 pp ] +
SKILLS [ 20 pp ] +
ADVANTAGES [ 8 pp ] +
POWERS [ 142 pp ] +
DEFENSES [ 26 pp ] =
220 PP TOTAL

Background:
The Warhound Scout Titan is the smallest class of Imperial Titan. With the deployment of a full Titan Legion, Warhounds are commonly used to reconnoiter ahead of the Battle Titans and draw enemy war machines towards them. Despite its designation as a scout, the class is formidably armed.

Warhound Titans are primarily designed to perform reconnaissance missions and terror raids deep behind enemy lines. As the eyes and ears of the Legion they typically range far ahead of the main battlegroup and operate in pairs in order to outmaneuver larger Titans they might encounter. In major engagements they prefer to operate on the flanks and seek out "soft" targets such as enemy infantry and Battle Tanks against which their lighter Titan-grade weapons can cause immense damage.

Warhounds are also consummate ambush predators. Where most Titan combat might take place at ranges of five kilometers or greater, Warhounds can lay in wait for their prey to come closer and engage at point-blank range. This potentially allows them to defeat larger foes on their own; a Reaver Battle Titan might tonne for tonne outclass a single Warhound, but if caught by surprise the smaller engine is more than capable of killing its larger foe. The Warhound's ability to go from idle, with main drive and systems shut down and the power-plant almost asphyxiated, to full sprint in less than twenty seconds and crash through stone walls three times its height helps in this regard.

With their emphasis on speed and agility over strength Warhounds are considered lightly armed and armoured for Titans, protected by just two Void Shield generators and limited in their selection of weaponry. The result is that enemy infantry and tanks can actually pose a serious threat to these war engines without proper support. However they are still very dangerous and deadly engines. Warhounds can unleash more firepower than over a dozen squads of Imperial Guard could hope to muster. Their void shields are capable of sustained bombardment from weapons which would destroy normal battle tanks in a single hit. Sustained bombardment from a battery of Basilisks will eventually topple one over. Warhounds have even been known to survive a direct hit from a Volcano Cannon, though the force of the blow will knock them sideways and their shields will be heavily damaged. In other cases such firepower will result in the Titan's catastrophic destruction, leaving behind nothing but a pair of legs. In general enough firepower to level a city block will pulverize a Warhound.

As in other Titans a Warhound's crew consists of devout members of the Adeptus Mechanicus. The Titan's commander is known as a Princeps, charged with overseeing all aspects of the war engine's functions through a Mind Impulse Unit. The MIU link also allows the princeps to commune with the Titan's "Machine Spirit," an intelligence which guides and assists in operations. Such spirits, as old as the veteran war engines themselves, are often surely and cantankerous, resentful at being woken and forwards in following commands. These qualities, likened by some to having to bring to heel a ferocious dog, are also what make Warhounds so murderously effective.

As in other Titans a Warhound princep comprehends their war engines and realize the surrounding environment through the Manifold, an immerse and interactive sensory space and the hard-plug equivalent of the Noosphere. It also results in the princep unconsciously aping the posture of the Warhound in action, while damage taken by the Titan can appear as psychosomatic welts on their body. A wealth of sensory data is viewed through the Manifold, normally paired down the the four essentials of detecting heat, motion, mass, and code activity, and can be data-streamed back to the Legion. For example, a Warhound can pick out the heat signature and power source of a Land Raider anywhere within one kilometer of its position.

The princeps sits in the forward cockpit along with two Moderati who assist in piloting the Titan: the first functions as the driver and navigator while the other commands the weapons and sensors. In turn each one controls the Warhound's remote servitor-slaves, which are hardwired into the war engine's weapons, void shield generators and engineering system. The final crewmember is the Techpriest situated in the engine room behind the main cockpit, tasked with overseeing the smooth running of the Warhound's plasma reactor. All are hard-plugged into the Titan and make use of hard-switches, as subtle haptics and noospheric links are considered too easily compromised or damaged for controlling the Titan in the midst of combat.

Two Warhound Scout Titans have also guarded the Eternity Gate, or thousands of years, the sole and final entrance to the Sanctum Imperialis, the Emperor's resting place.

Mini-Rant:
It weighs 410 Tonnes; It stands 14 Meters tall; It packs enough firepower to slag a skyscrapper in one volley... and its a scout. Goddamn, I love Warhammer 40,000!
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Re: Warhammer 40,000 (Chimera, Hellhound)

Post by catsi563 »

Batgirl III wrote: Sat Jun 16, 2018 5:49 am As someone who used to play Epic a lot, the concept of “Baby Knights” is amusing to me. Imperial Knights were already “Baby Titans” to begin with. Since they’re about half the size of a Warhound Titan and only require one crewman.

Oh, Warhammer. Where a walking-tank the size of Shōwa Godzilla (with thrice the firepower) is classified as a “Scout.”
Always found it fun that one of the objective sin Dawn of War Dark Crusade when you attack the IG base is to cross a trench to take out the power supply of a hellstorm cannon from an Imperator titan. as long as the power remains on crossing the trench is a fast way to get your entire force wiped out by a single blast.

evne more fun when you finally take the relic point and rebuild the generators of your own so you can fire the cannon at will :twisted:
Dr. Silverback has wryly observed that this is like trying to teach lolcats about Shakespeare

Showdown at the Litterbox

Catsi stories
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Batgirl III
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Imperial Guard Sentinels

Post by Batgirl III »

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Imperial Guard Sentinels
Warhammer 40,000 Equipment
Commander Tulathan, Vastadt 4th Independent Tank Regiment wrote:It is always better to find your enemy, before your enemy finds you.
Armored Sentinel
Equipment Level 12-14 ( 60-70 PP )


VEHICLE TRAITS
Size: Large [ 1 EP ]
Strength: 6 [ 2 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 8 [ 10 EP ]
Toughness: 8 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Combat Walker Movement 1 (Sure-Footed [2]) [ 2 PP ]
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 2 [ 3 EP ]
Searchlight Feature 1 [ 1 EP ]
Smoke Launchers Concealment 2 (Normal Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to vox casters in same regiment) [ 7 PP ]
Hull-Mounted Multilaser Damage 7 (E: Multiattack, Ranged; F: Inaccurate [1]) [ 20 EP ]

VEHICLE OPTIONS
The Armored Sentinel may replace its Hull-Mounted Multilaser with one of the following:
Autocannon Damage 6 (E: Extended Range [1], Improved Critical [2], Penetrating [4], Ranged, Split [1]) [ +0 EP ]
Heavy Flamer Damage 5 (E: Area [120' Cone], Secondary Effect [3 Ranks]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ +0 EP ]
Lascannon Damage 7 (E: Penetrating [6], Ranged) [ +0 EP ]
Missile Launcher (Krak) Damage 7 (E: Penetrating [5], Ranged) [ +0 EP ]
AE: Missile Launcher (Frag) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged) [ -- EP ]
Plasma Cannon Damage 8 (E: Area [30' Burst], Incurable [1], Penetrating [9], Ranged; F: Inaccurate [1], Unreliable) [ +5 EP ]

VEHICLE UPGRADES
The Armored Sentinel may be upgraded with the following:
Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Inaccurate [2], Unreliable [single use; 2]) [ 5 EP ]

Scout Sentinel
Equipment Level 11-12 ( 55-60 PP )


VEHICLE TRAITS
Size: Large [ 1 EP ]
Strength: 6 [ 2 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 8 [ 10 EP ]
Toughness: 8 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 3 [ 3 EP ]
Combat Walker Movement 1 (Sure-Footed [2]) [ 2 PP ]
Searchlight Feature 1 [ 1 EP ]
Smoke Launchers Concealment 2 (Normal Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to vox casters in same regiment) [ 7 PP ]
Hull-Mounted Multilaser Damage 7 (E: Multiattack, Ranged; F: Inaccurate [1]) [ 20 EP ]

VEHICLE OPTIONS
The Scout Sentinel may replace its Hull-Mounted Multilaser with one of the following:
Autocannon Damage 6 (E: Extended Range [1], Improved Critical [2], Penetrating [4], Ranged, Split [1]) [ +0 EP ]
Heavy Flamer Damage 5 (E: Area [120' Cone], Secondary Effect [3 Ranks]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ +0 EP ]
Lascannon Damage 7 (E: Penetrating [6], Ranged) [ +0 EP ]
Multi-Melta Damage 9 (E: Penetrating [9], Ranged, Secondary Effect [5 Ranks]; F: Diminished Range [1], Distracting, Innaccurate [2]) [ +0 EP ]
Missile Launcher (Krak) Damage 7 (E: Penetrating [5], Ranged) [ +0 EP ]
AE: Missile Launcher (Frag) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged) [ -- EP ]
Plasma Cannon Damage 8 (E: Area [30' Burst], Incurable [1], Penetrating [9], Ranged; F: Inaccurate [1], Unreliable) [ +5 EP ]

VEHICLE UPGRADES
The Scout Sentinel may be upgraded with the following:
Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Inaccurate [2], Unreliable [single use; 2]) [ 5 EP ]

Sentinel Powerlifter
Equipment Level 6-7 ( 30-35 PP )


VEHICLE TRAITS
Size: Large [ 1 EP ]
Strength: 6 [ 2 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 8 [ 10 EP ]
Toughness: 8 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 3 [ 3 EP ]
Combat Walker Movement 1 (Sure-Footed [2]) [ 2 PP ]
Powerlifting Enhanced Ability 5 (+5 Strength; F: Limited to Lifting) [ 5 EP ]

VEHICLE UPGRADES
The Sentinel Powerlifter may be upgraded with the following:
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ +5 EP ]

Background:
Small and lightly built, the Sentinel is mostly employed as a reconnaissance walker, ranging far ahead of the main advance in order to find areas where the enemy is concentrated the most or to launch ambushes upon the enemy’s own forward elements. They also make excellent close support weapon platforms, especially in tight quarters where their exceptional mobility and capacity to move and fire heavy weapons comes into its own.

Sentinels have very little armor, and most variants leave their single pilot exposed to the elements. This makes them ill suited to drawn-out conflicts or front line action. Sentinel pilots often have to be very careful about the targets they choose, and learn to value their small walker’s quick ground speeds. Variants with enclosed cockpits and heavier armor do exist, but these are rarely used for reconnaissance roles, instead being favored for defensive patrols of static positions such as encampments or air fields. Some Sentinels are used in industrial roles and heavy labor, using powerful loading claws to effortlessly move tonnes of ordnance, supply crates, and other material. Ostensibly, these Powerlifters are not designed for melee combat, but that doesn’t stop Sentinel pilots from using them against the enemy should they get too close.

Sentinels can be equipped with a wide variety of weapon systems that give Guard commanders a decent amount of options as to what types of targets they want their Sentinel squadrons to attack. The multi-laser is the most frequently used, but long-ranged autocannons and powerful lascannons are also quite common. There are even some specialist designs, such as the Elysian Drop Sentinel, that make use of very powerful weapons such as the multi-melta, a weapon not usually seen outside of the heaviest Imperial Guard armored vehicles. This level of tactical adaptability, along with their capacity for traversing more terrain types than heavier vehicles, makes the Sentinel a valuable asset to the Imperial Guard and gives Guard commanders a higher level of strategic flexibility.
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Ogryns

Post by Batgirl III »

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OGRYNS
Warhammer 40,000 Character
Power Level 6 Minions ( 40-45 PP )

Nork Deddog, Ogryn Bodyguard wrote:Da Sergeant Major asked me what my job was an' I said it was to, uh, do what I was told. He said I was a genius and gave me another medal. I likes da Imperial Guard!
ABILITIES
Strength 5
Stamina 5
Agility -1
Dexterity 0
Fighting 4
Intellect -2
Awareness 0
Presence -1

SKILLS
Athletics 1 (+6), Intimidation 3 (+3), Perception 2 (+2), Ranged Attack [Imperial Guard Weapons] 4 (+4)

ADVANTAGES
Close Attack (1), Diehard, Equipment (4), Improved Smash, Interpose, Power Attack

POWERS
Homo Sapiens Gigantus Growth 2 (+2 Strength, +2 Stamina; +2 Mass; +1 Intimidate, -2 Stealth; -1 Defenses; E: Innate, Permanent) [ 5 PP ]
Loyal Unto Death Enhanded Advantage 2 (Lucky (2); E: Limited to use when following direct orders) [ 1 PP ]

One Ogryn in a regiment may be upgraded to a Bone'ead:
Bone'ead Enhanded Ability 2 (+2 Intellect); Enhanced Skills 2 (Expertise: Tactics +2) [ +5 PP ]

EQUIPMENT ( 20 EP )
Flak Armor Protection 3 [ 3 EP ]
Ripper Gun Damage 4 (E: Accurate [2], Multiattack, Ranged); Enhanced Advantage 1 (Precise Shot [Ranged, Concealment]) [ 15 EP ]
AE: Ripper Gun Bash Damage 2 (Strength-based) [ 1 EP ]
AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]

DEFENSE
Dodge (4) Base 5
Parry: (4) Base 0
Fortitude: (6) Base 1
Toughness: (5/8) ——
Will: (2) Base 2

COMPLICATIONS
Phobia: Many Ogryns have an irrational fear of close spaces. When confined they have to fight to control their fear, and may hesitate, flee, or otherwise act irrationally.

WORKSHEET
Attack: 5 Effect: 5 Total: 10 (Unarmed)
Attack: 8 Effect: 4 Total: 12 (Ripper Gun)
Attack: 5 Effect: 7 Total: 12 (Ripper Gun Bash)
Dodge: 4 Tough: 5/8 Total: 9/12
Parry: 4 Tough: 5/8 Total: 9/12
Fort: 6 Will: 2 Total: 8


ABILITIES [ 12 pp ] +
SKILLS [ 5 pp ] +
ADVANTAGES [ 9 pp ] +
POWERS [ 6 pp ] +
DEFENSES [ 8 pp ] =
40 PP TOTAL

Image

Background:
Ogryns (Homo sapiens gigantus) are the largest and most physically powerful type of abhuman. They make ideal warriors and are often recruited into Imperial Guard regiments, and used as close assault shock troops. Ogryns evolved on worlds with harsh and barren environments and high gravity. Most of these worlds, having no other use to humanity, were originally used as prison planets. Ogryns are large and bulky, standing between 2½ and 3 metres tall. Ogryns vary in appearance according to world, but all are tough and powerful.

The Imperium puts the Ogryns' qualities to good use: their strength and lack of intellectual complexity make them ideal warriors for the Imperial Guard. The concentration of the Ogryns' brutal power creates formidable assault forces. Once introduced into the Imperial Cult, Ogryns develop an unshakable and almost childlike faith in the Emperor, seeing Him as watching over their every action on the battlefield. Each order they receive is viewed as having worked its way down the hierarchy from the Emperor, and is followed without question and to the best of their ability. The most intelligent individuals among Ogryns undergo an augmentative chemical process called Biochemical Ogryn Neural Enhancement (BONE), which increases their intelligence further and makes them ideal as sergeants (or Bone'eads) of Ogryn squads.

Although Ogryn worlds provide troops for the Imperial Guard like any other inhabited Imperial world, the standard practice of raising regiments is not used for Ogryns. Units of Ogryns are instead attached to the regiments of other worlds. The unit consists of squads, each led by an Ogryn Sergeant who has received BONE treatment, allowing them to communicate orders to their squad. Ogryns have a particular respect for Commissars, who they see as closest to their beloved Emperor. Ogryns are also naturally claustrophobic, meaning they are reluctant to enter the cramped confines of Chimera carriers.
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Re: Imperial Guard Sentinels

Post by Woodclaw »

Batgirl III wrote: Sun Jun 17, 2018 3:10 am Image
Imperial Guard Sentinels

Background:
Small and lightly built, the Sentinel is mostly employed as a reconnaissance walker, ranging far ahead of the main advance in order to find areas where the enemy is concentrated the most or to launch ambushes upon the enemy’s own forward elements. They also make excellent close support weapon platforms, especially in tight quarters where their exceptional mobility and capacity to move and fire heavy weapons comes into its own.

Sentinels have very little armor, and most variants leave their single pilot exposed to the elements. This makes them ill suited to drawn-out conflicts or front line action. Sentinel pilots often have to be very careful about the targets they choose, and learn to value their small walker’s quick ground speeds. Variants with enclosed cockpits and heavier armor do exist, but these are rarely used for reconnaissance roles, instead being favored for defensive patrols of static positions such as encampments or air fields. Some Sentinels are used in industrial roles and heavy labor, using powerful loading claws to effortlessly move tonnes of ordnance, supply crates, and other material. Ostensibly, these Powerlifters are not designed for melee combat, but that doesn’t stop Sentinel pilots from using them against the enemy should they get too close.

Sentinels can be equipped with a wide variety of weapon systems that give Guard commanders a decent amount of options as to what types of targets they want their Sentinel squadrons to attack. The multi-laser is the most frequently used, but long-ranged autocannons and powerful lascannons are also quite common. There are even some specialist designs, such as the Elysian Drop Sentinel, that make use of very powerful weapons such as the multi-melta, a weapon not usually seen outside of the heaviest Imperial Guard armored vehicles. This level of tactical adaptability, along with their capacity for traversing more terrain types than heavier vehicles, makes the Sentinel a valuable asset to the Imperial Guard and gives Guard commanders a higher level of strategic flexibility.
Call me crazy but, until I saw the Tauros Venator from Forge World, the 3rd Edition Sentinel was my favorite Imperial Guard model ever and it still ranks pretty high. As a vehicle it's not all that good, but the "walker jeep" looks just seal the deal.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Batgirl III
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Ratling Snipers

Post by Batgirl III »

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IMPERIAL GUARD RATLINGS
Warhammer 40,000 Characters
Power Level 6 Minions ( 60 PP )


ABILITIES
Strength 0
Stamina 2
Agility 2
Dexterity 2
Fighting 4
Intellect 0
Awareness 0
Presence 0

SKILLS
Athletics 3 (+3), Deception 4 (+4), Perception 5 (+5), Stealth 2 (+8)

ADVANTAGES
Connected, Equipment (4), Improved Aim, Ranged Attack (5), Teamwork (1)

POWERS
Homo Sapiens Minimus Shrinking 4 (-1 Strength, Size -1; +2 Defenses; +4 Stealth, -2 Intimidation; E: Innate, Permanent) [ 9 PP ]

EQUIPMENT ( 20 EP )
Ratling Snipers will be given the following as standard issue:
Flak Vest Protection 2 [ 2 EP ]
Long-Las Damage 5 (E: Extended Range [3], Improved Critical [1], Ranged, Multiattack; F: Activation [Move, -1]) [ 18 EP ]

Ratling Snipers may replace their Long-Las the following:
Needle Sniper Rifle Damage 5 (E: Alternate Resistance [Fortitude], Extended Range [3], Improved Critical [1], Ranged; F: Activation [Move, -1]) [ 18 EP ]

DEFENSE
Dodge (8) Base 4
Parry: (6) Base 0
Fortitude: (4) Base 2
Toughness: (2/4) ——
Will: (4) Base 4

WORKSHEET
Attack: 4 Effect: 0 Total: 4 (Unarmed)
Attack: 7 Effect: 5 Total: 12 (Long-Las)
Attack: 7 Effect: 5 Total: 12 (Needle Sniper Rifle)

Dodge: 8 Tough: 2/4 Total: 10/12
Parry: 6 Tough: 2/4 Total: 8/10
Fort: 4 Will: 4 Total: 8


ABILITIES [ 22 pp ] +
SKILLS [ 7 pp ] +
ADVANTAGES [ 12 pp ] +
POWERS [ 9 pp ] +
DEFENSES [ 10 pp ] =
60 PP TOTAL

Background:
Ratlings (Homo sapiens minimus) are small abhumans, which are recruited into the Imperial Guard as Snipers. Ratlings are the smallest type of abhuman, their ancestors having become stunted by thousands of years of inbreeding on worlds with naturally soporific climates and abundant harvests.

Ratlings are short and squat, although not strong. They are idle, hedonistic, gregarious, over-friendly and sexually promiscuous. Their lives are spent eating until sick, drinking copious amounts of intoxicating liquids, and procreating uncontrollably. These small, loud, hungry and lecherous creatures are called Runtlings, Stunties, Halflings, Maggots and Ratlings, among other things.

Although Ratlings make generally poor warriors, the Imperium still has a use for them, and they are often recruited into the Imperial Guard as snipers, the one battlefield role in which they excel. In this role they operate independently of the rest of the Imperial Guard force, and are equipped with sniper rifles and flak armour.

Ratlings are also well known for their culinary abilities and often serve as cooks off the battlefield. Some Ratlings take advantage of their position as company cooks to acquire extra supplies to sate their voracious appetites. Others extend these benefits to their foster regiments for a price, their kitchens serving as fronts for their illegal activities. Their abilities as fences, thieves and black marketeers find them acceptance from the men they serve alongside, as they offer a wide range of goods, from extra rations, to drugs and alcohol, and even non-standard issue weapons common amongst veteran soldiers.
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Re: Warhammer 40,000 (Ogryns, Ratlings)

Post by Spam »

But, what happened to the Squats?
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Batgirl III
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Imperial Beastmen

Post by Batgirl III »

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IMPERIAL BEASTMENT
Warhammer 40,000 Characters
Power Level 6 Minions ( 50 PP )

Packmaster Grasht, 7 Company, Gratanor 14th Regiment wrote:Beastman bad. Bad Beastman. Dirty. Emperor no like. Beastman love Emperor. Give blood to Emperor. Give heads to Emperor. Say sorry.
ABILITIES
Strength 3
Stamina 4
Agility 0
Dexterity 0
Fighting 5
Intellect -1
Awareness 0
Presence 0

SKILLS
Athletics 3 (+6), Intimidation 3 (+3), Perception 4 (+4), Ranged Combat [Imperial Weaponry] 4 (+7), Stealth 2 (+2)

ADVANTAGES
Close Attack (1), Diehard, Equipment (4), Lionhearted, Ranged Attack (3)

EQUIPMENT ( 20 EP )
All members of the squad will be given the following as standard issue:
Flak Armor Protection 3 [ 3 EP ]
Lasrifle Damage 5 (E: Ranged, Multiattack) [ 15 EP ]
AE: Close Combat Weapon Damage 3 (Strength-Based; E: Improved Critical [1]) [ 1 EP ]
AE: Frag Grenade Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]

One member of the squad may replace his Lasrifle with one of the following:
Flamer Damage 4 (E: Area [60' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 15 EP ]
Meltagun Damage 6 (E: Penetrating [5], Ranged; F: Diminished Ranged [1], Inaccurate [1]) [ 15 EP ]

DEFENSE
Dodge (5) Base 5
Parry: (5) Base 0
Fortitude: (4) Base 0
Toughness: (4/7) ——
Will: (4) Base 4

WORKSHEET
Attack: 6 Effect: 3 Total: 9 (Unarmed)
Attack: 6 Effect: 6 Total: 12 (Close Combat Weapon)
Attack: 7 Effect: 5 Total: 12 (Lasrifle)
Attack: —— Effect: 4 Total: 4 (Flamer)
Attack: —— Effect: 5 Total: 5 (Grenade; Frag)
Attack: 5 Effect: 6 Total: 11 (Meltagun)
Dodge: 5 Tough: 4/7 Total: 9/12
Parry: 5 Tough: 4/7 Total: 9/12
Fort: 4 Will: 4 Total: 8


ABILITIES [ 22 pp ] +
SKILLS [ 8 pp ] +
ADVANTAGES [ 10 pp ] +
POWERS [ 0 pp ] +
DEFENSES [ 10 pp ] =
50 PP TOTAL

Background:
Beastmen (Homo sapiens variatus) are the most bestial and inhuman type of Abhumans. Their bodies combine the features of both human and animal. Beastmen are much more variable in form than other abhuman types. They are considered Abhumans rather than ordinary Mutants, as individual Beastmen conform to a general physical and genetic standard and are no more prone to further mutation than normal humans.

Those Beastmen who have been introduced into the Imperial cult possess a simple but fierce devotion to the Emperor, regarding him as a vengeful god which demands tribute in the form of the blood of his enemies. They are driven by the need to atone for the sin of being mutants by fighting for the Emperor.

Within the Imperium however, Beastmen are subject to severe persecution and have been placed on the Register of Proscribed Citizens (Class A-G worlds) by the Adeptus Arbites. As such, they are effectively precluded from settlement on, or transportation to or from, more than three hundred thousand worlds of the Imperium and are forbidden from being conscripted as an Imperial Tithe obligation. These restrictions are a sure sign, that Beastmen will soon lose their Abhuman status completely and will be reclassified as true Mutants.
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For the Homeworlds! For the Ancestors! For the Emperor!

Post by Batgirl III »

Spam wrote: Sun Jun 17, 2018 11:38 pm But, what happened to the Squats?
The Space Dwarves were, in fact, my very first WH40k army.

A Codex: Squats was explicitly mentioned as forth coming in Codex Imperial Guard (1995) and implied in Codex: Space Wolves (1993) and every other Second Edition Imperial codex up to and including Codex: Angels of Death (1996) as well as Codex: Eldar (1994). The only Imperial codices which did not mention Codex: Squats were Codex: Sisters of Battle and Codex: Assassins both from 1997, the last year of Second Edition and the point at which Third Edition would already have been well into development.

Late Second Edition and all of Third Edition saw the game really ramp up the level of Grimdark and downplayed the game's "fantasy in spaaaace" origins. So the Squats, frankly, just didn't fit in anymore.

Also, Graeme Davis and Nigel Stillman, who had written 90% of the material for the Squats in Rogue Trader, Second Edition, and Epic had left the company by this point. Jervis Johnson and Andy Chambers were doing most of the heavy lifting for WH40k development at this point and neither of them really understood the Squats.

In a 2004 issue of Fanatic magazine, Jervis published this letter to the fans:
Jervis Johnson wrote:I know I shouldn't get drawn on this... but... can't... resist

Seriously, a couple of points just so you can have an informed debate based on the real reasons that Squats are no longer available. Be warned, it is going to be hard reading for people that like the Squat background.

First of all, Squats were *not* dropped because they were not selling well. There were then, and are now, plenty of other figure ranges that sell in the sort of % quantities that the Squats pulled down, especially when you look across all of the ranges produced by GW rather than just those for 40K.

No, the reason that the Squats were dropped was because the creatives in the Studio (people like me, Rick, Andy C, Gav etc) felt that we had failed to do the Dwarf 'archetype' justice in its 40K incarnation. From the name of the race (Squats - what *were* we thinking?!?!) through to the short bikers motif, we had managed to turn what was a proud and noble race in Warhammer and the other literary forms where the archetype exists, into a joke race in 40K. We only fully realized what we had done when we were working on the 2nd edition of 40K. Try as we might, we just couldn't work up much enthusiasm for the Squats. The mistake we made then (deeply regretted since) was to leave them in the background and the 'get you by' army list book that appeared. With hindsight, we should have dropped the Squats back then, and saved ourselves a lot of grief later on.

Anyway, the Squats made it into 2nd edition, and since we were doing army books for each of the races, we started to try and figure out what to do with them. Unfortunately we just couldn't figure out a way to update them and get them to work that we felt was good enough. The 'art' of working on an army as a designer is to find the thing that you think is cool and exciting about an army, and work it up into a strong theme. This 'muse' didn't strike any of us, and so, rather than bring out a second-rate product simply re-hashing the old background, we kept doing other army books instead, with stuff we did feel inspired by.

Now, while this was all going on for 40K, we were actually doing some rather good stuff for the Squats in Epic. On this scale there was a natural tendency to focus on the big 'hand-made' war machines the Squat artisans produced, and this created an army with a feel that was very different to the biker hordes in 40K. However, this tended to reinforce the problems we saw in the Squat background rather than alleviate them, underlining what we *should* have done with the Squats in 40K.

In the end (and it took years to really get to the roots of the problem) this led to a realisation that we were going to have to drop the Squats in their 'Squat' form from the 40K background. There was little point having a major race that we weren't willing to make an army book for, and their inclusion in the background meant that people kept asking us when we'd do a Squat Codex. Instead we decided that we'd write the Squats out of the background by saying that their Homeworlds had been devoured by a Tyranid Hivefleet. This would give us the option in the future to return to making a race based on the Squat archetype for 40K. This race was given the name of Demiurg, and a certain amount of preliminary work was done to get a 'feel' for what the race would be like. At present the only hint of the Demiurg in 40K is the Demiurg spaceship for BFG. However, we do have this race 'in our back pocket' as a possible new race for 40K, or an interesting character model in Inquisitor, or whatever. So far the Demiurg have lost out to other projects, and it may be that their time never actually comes, as they will have to win through on their merits, not simply because we once made some Squat models in the past. At present, I have to say that it is more likely that they *don't* make the cut than do, as there is a certain prejudice these days to simply taking races from Warhammer and cross them over to 40K like we did in the early days, so it may be that the Squats/Demiurg end up remaining a footnote in the history of the 40K galaxy. Only time will tell...

I'll finish off by saying that whatever we decide to do 'officially', there is nothing stopping players with Squat armies from using them, either in Epic or 40k for that matter. There is no GW 'rule' against using old Citadel Miniatures, as long as you use them with existing army lists and in a way that won't cause confusion for other players. I recommend taking a positive stand by saying "Have you seen these cool old models? They're called the Squats and GW used to make them back in the late eighties/early nineties. I love 'em, so I count them as Imperial Guard and use them with the current rules..." Put like this I can't imagine that anyone would stop you from using your army.

Best regards,

Jervis Johnson
Head Fanatic
All is not lost, however, as Squats are still in the setting's background. No doubt continuing to swill beer, kick asses, and f--k b---hes. Here's the only reference to them in all of 6th Edition (7th and 8th Editions have similar bits) from the main rulebook:

Image
Warhammer 40,000 Compendium, p. 164 wrote:On one side of me stand my Homeworld, Stronghold and Brotherhood; On the other, my ancestors. I cannot behave otherwise than honourably. -Warlord Kettri, Son of Egil, Grindel Stronghold
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Re: Warhammer 40,000 (Ogryns, Ratlings, Beastmen)

Post by Jabroniville »

Interesting- one of my friends was basically burned on 40K as he spent a buttload of early-90s money on a Squats army, only to see them dropped by the setting and his models made worthless. He never played 40K again.

I think GW learned from the burned fans on that front, because I don't think they ever fully "destroyed" something ever again. There are TONS of units in later Warhammer Fantasy Battle books that contain redundant or sub-optimal things solely because they were an old unit that they still want fans to use (ie. Goblin Chariot w/ Three Wolves; Undead Winged Nightmare; Orcs w/ Arrows).
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Re: Warhammer 40,000 (Ogryns, Ratlings, Beastmen)

Post by Batgirl III »

Bretonnia and the Tomb Kings were “squatted” when WHFB became Age of Sigmar. The product lines were discontinued, literally overnight. However, they did publish AoS rules for both (as free PDFs no less) and they are still legal armies (they’re actually rather good when used skillfully).

Chaos Dwarves got an army book (actually just compiled WD articles not a proper book) during WHFB 4th Edition and weren’t mentioned again for years. They didn’t get updated rules until late WHFB 8th Edition in the form of an extremely price set of Forge World coffee table books. Like Bretonnia and Tomb Kings, they aren’t actually part of AoS, but rules for them were published as a free PDF.

Dogs of War were introduced early in WHFB and made playable as a complete army in WHFB 6th Edition. But were never seen again...

Both the Dark Eldar and Sisters of Battle were perpetually rumored to be “squatted” throughout 4th through 6th Edition as GW let them go forever without any updates or new models. They’ve both bounced back though.

But, no, they’ve never totally dropped any faction quite like they have the Squats and Dogs of War.
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Re: Warhammer 40,000 (Ogryns, Ratlings, Beastmen)

Post by Woodclaw »

Batgirl III wrote: Mon Jun 18, 2018 6:59 am Bretonnia and the Tomb Kings were “squatted” when WHFB became Age of Sigmar. The product lines were discontinued, literally overnight. However, they did publish AoS rules for both (as free PDFs no less) and they are still legal armies (they’re actually rather good when used skillfully).

Chaos Dwarves got an army book (actually just compiled WD articles not a proper book) during WHFB 4th Edition and weren’t mentioned again for years. They didn’t get updated rules until late WHFB 8th Edition in the form of an extremely price set of Forge World coffee table books. Like Bretonnia and Tomb Kings, they aren’t actually part of AoS, but rules for them were published as a free PDF.

Dogs of War were introduced early in WHFB and made playable as a complete army in WHFB 6th Edition. But were never seen again...

Both the Dark Eldar and Sisters of Battle were perpetually rumored to be “squatted” throughout 4th through 6th Edition as GW let them go forever without any updates or new models. They’ve both bounced back though.

But, no, they’ve never totally dropped any faction quite like they have the Squats and Dogs of War.
The Dogs of War were more or less an homage army to the opening of the Italian GW branch. According to a friend of mine who worked at Nottingham for a time the decision to drop them was actually a massive back-and-forth due to the fact that their original format (i.e. special units only) didn't work well with the general layout of WHFB 6th and 7th editon.

As for the Squat I always wondered why they didn't merge them into the Adeptus Mechanicus. All in all it would have been easy.
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Re: Warhammer 40,000 (Ogryns, Ratlings, Beastmen)

Post by Jabroniville »

Batgirl III wrote: Mon Jun 18, 2018 6:59 am Bretonnia and the Tomb Kings were “squatted” when WHFB became Age of Sigmar. The product lines were discontinued, literally overnight. However, they did publish AoS rules for both (as free PDFs no less) and they are still legal armies (they’re actually rather good when used skillfully).

Chaos Dwarves got an army book (actually just compiled WD articles not a proper book) during WHFB 4th Edition and weren’t mentioned again for years. They didn’t get updated rules until late WHFB 8th Edition in the form of an extremely price set of Forge World coffee table books. Like Bretonnia and Tomb Kings, they aren’t actually part of AoS, but rules for them were published as a free PDF.

Dogs of War were introduced early in WHFB and made playable as a complete army in WHFB 6th Edition. But were never seen again...

Both the Dark Eldar and Sisters of Battle were perpetually rumored to be “squatted” throughout 4th through 6th Edition as GW let them go forever without any updates or new models. They’ve both bounced back though.

But, no, they’ve never totally dropped any faction quite like they have the Squats and Dogs of War.
LOL yeah, I wasn't thinking of Age of Sigmar when I said that, but they KIND OF paid lip service to still playing those armies.
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Post by Batgirl III »

Image
Image
Image
Imperial Guard Leman Russ Tanks
Warhammer 40,000 Equipment
Lord Solar Macharius wrote:What I cannot crush with words I will crush with the tanks of the Imperial Guard!
Leman Russ Main Battle Tank
Equipment Rank 17-20 ( 83-100 EP )

VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 12 [ 4 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 6 [ 10 EP ]
Toughness: 14 [ 5 EP]

VEHICLE POWERS
Adamantium Hull Impervious Toughness 7 [ 7 EP ]
Lumbering Behemoth Movement 1 (Sure-Footed) [ 2 EP ]
Searchlight Feature 1 [ 1 EP ]
Smoke Launchers Concealment 2 (Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to vox casters in same regiment) [ 7 PP ]
Turret-Mounted Battle Cannon Damage 9 (E: Area [30' Burst], Extended Range [2], Penetrating [7], Ranged; F: Activation [Move, -1]) [ 35 EP ]
DAE: Hull-Mounted Heavy Bolter Damage 6 (E: Dynamic [1], Extended Range [1], Improved Critical [1], Multiattack, Ranged) [ 2 EP ]
DAE: Pintle-Mounted Heavy Stubber Damage 5 (E: Dynamic [1], Extended Range [1], Ranged, Multiattack) [ 2 EP ]

VEHICLE UPGRADES
The Leman Russ MBT may be upgraded with any of the following:
Dozer Blade Enhanced Ability 1 (+1 STR; F: Limited to Slam Damage); Immunity 2 (Self-Inflicted Slam Damage [2]); Movement 1 (Sure-Footed) [ 5 EP ]
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ 5 EP ]
Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Inaccurate [2], Unreliable [single use; 2]) [ 5 EP ]

The Leman Russ MBT may be upgraded with any one of the following sponsons:
DAE: Heavy Bolter Sponsons Damage 6 (E: Improved Critical [2], Ranged, Multiattack) [ +2 EP ]
DAE: Lascannon Sponsons Damage 7 (E: Penetrating [6], Ranged) [ +2 EP ]
DAE: Multi-Melta Sponsons Damage 9 (E: Penetrating [9], Ranged, Secondary Effect [4 Ranks]; F: Diminished Range [1]) [ +2 EP ]

Background:
The Leman Russ Main Battle Tank is the workhorse of the Imperial Guard’s armoured companies. Deployed to virtually every warzone across the galaxy for thousands of years, there is no other type of tank that sees more combat than the Leman Russ. Its tried and tested design has stood the trials of time better than most; making it the tank most often requested by Imperial Guard officers to be attached to their infantry formations. The battle cannon is the primary armament of these warhorse tanks. The high-explosive anti-tank rounds of a battle cannon decimate infantry and tanks with equal contempt.

A robust and rugged design, the Leman Russ actually benefits from its unsophisticated construction techniques that allow it to traverse all sorts of terrain types and ensure that it can operate in almost any local conditions. Its heavy armour, mostly concentrated towards the front, provides a level of protection that outweighs all but the greatest tanks of the Adeptus Astartes, and its weapon configuration allows it to take on a varied range of targets.

The Leman Russ is slow and bulky, yet adaptable, forming the basis for several variants such as the Executioner and the Annihilator. It is one of the most recognizable silhouettes on the battlefield and the sound the Leman Russ’ battle cannon makes as it fires high explosive rounds towards the enemies of the Imperium can be as inspirational as a Ministorum Priest’s battle hymn or the shouts of a Commissar.

Mini-Rant:
My absolute favorite unit in the tabletop wargame. Hands down. Period. End of discussion. Do not pass "GO," do not collect $200. Other variants of the Russ are often better at their specialized niche, but point-for-point, the default Leman Russ is one of the best all-round killing machines in the game.


Leman Russ Conqueror Battle Tank
Equipment Rank 17-21 ( 84-101 EP )

The Leman Russ Conqueror Battle Tank exchanges the Leman Russ MBT's Turret-Mounted Battle Cannon for a Conqueror Cannon with Coaxial Storm Bolter.
Conqueror Cannon Damage 9 (E: Area [30' Burst], Dynamic [1], Extended Range [1], Penetrating [7], Ranged) [ 36 EP ]
• DAE: Coaxial Storm Bolter Damage 6 (E: Improved Critical [2], Ranged, Multiattack) [ 2 EP ]

Background:
The Leman Russ Conqueror Battle Tank is an uncommon variant of the standard Leman Russ. The smaller Conqueror cannon lacks the firepower of the battle cannon, but this is offset by reduced recoil allowing for better accuracy when firing on the move, meaning greater mobility, and the smaller shell size allows loaders to keep up a higher rate of fire. Well liked by front-line crews for its speed, mobility, and high rate of fire, it has become unofficially known as a 'breakthrough' tank because of its common tactical deployment, advancing to exploit gaps in the enemy lines.

Leman Russ Demolisher Seige Tank
Equipment Rank 17-20 ( 83-100 EP )

The Leman Russ Demolisher Seige Tank exchanges the Leman Russ MBT's Turret-Mounted Battle Cannon for a Demolisher Cannon.
Demolisher Cannon Damage 15 (E: Area [30' Burst], Indirect [3], Penetrating [6], Ranged; F: Activation [Standard, -2], Diminished Range [2], Unreliable [five uses]) [ 35 EP ]

Background:
The Leman Russ Demolisher was devised for but one task: line breaking. It carries the highly destructive demolisher cannon. Short ranged but utterly lethal, no armor is proof against the might of this siege cannon, however as the Leman Russ Demolisher's overall design is still largely that of a battle tank, it lacks the room for large ammunition stores for the oversize shells and complicated loading mechanisms. When not acting as a siege tank or line-breaker, the Demolisher crews must rely heavily on their secondary weaponry least they waste valuable siege shells.

Leman Russ Eradicator Assault Tank
Equipment Rank 16-19 ( 78-95 EP )

The Leman Russ Eradicator Assault Tank exchanges the Leman Russ MBT's Turret-Mounted Battle Cannon for a Nova Cannon.
Nova Cannon Damage 7 (E: Area [30' Burst], Extended Range [2] Penetrating [5] Ranged) Enhanced Advantage 2 (Precise Attack [Ranged; Cover and Concealment]) [ 30 EP ]

Background:
The Leman Russ Eradicator is instrumental in close support actions. The blasts from its heavy high-caliber shells can flatten both enemy barricades and any infantry sheltering behind.

Leman Russ Executioner Assault Tank
Equipment Rank 17-20 ( 83-100 EP )

The Leman Russ Executioner Assault Tank exchanges the Leman Russ MBT's Turret-Mounted Battle Cannon for a Plasma Cannon.
Plasma Cannon Damage 9 (E: Area [60' Burst], Incurable [1], Penetrating [8], Ranged; F: Activation [Move, -1], Unreliable) [ 35 EP ]

Background:
The Leman Russ Executioner is one of the oldest variants of the Leman Russ; archives show that during the Great Crusade entire regiments of this tank were fielded. Gradually, over many millennia, understanding of plasma technology has been lost and the Executioner is now a rare technological relic. Imperial Guard tank crews do not favor this vehicle. Many old superstitions surrounding the blessing of the gun are still ritually observed before battle. Most tank crews prefer the tried and tested battle cannon, but those men who do ride to battle as Executioner crews enjoy a reputation for foolhardy (many would say insane) bravery.

Leman Russ Exterminator Assault Tank
Equipment Rank 17-20 ( 79-96 EP )

The Leman Russ Exterminator Assault Tank exchanges the Leman Russ MBT's Turret-Mounted Battle Cannon for a Exterminator Autocannon.
Exterminator Autocannon Damage 12 (E: Dynamic [1], Penetrating [4], Ranged, Split [3]; F: Quirk [Must always fire with minimum of One Split; -1]) [ 31 EP ]

Background:
The Leman Russ Exterminator is a common variant of the standard design, capable of laying down a withering hail of fire against which no infantry can survive. The exterminator autocannon's rapid firing shells can tear through lightly armored chassis as easily as they rip through flesh and bone. Generally equipped with multiple heavy bolters mounted in sponsons and the hull for extra firepower, the Exterminator can lay down a withering hail of shells. It surrenders its anti-tank effectiveness for increased anti-infantry firepower, and comes into its own when deployed to face a lightly equipped enemy such as Ork mobs or Tyranid swarms.

Leman Russ Punisher Light Tank
Equipment Rank 15-19 ( 74-91 EP )

The Leman Russ Punisher Light Tank exchanges the Leman Russ MBT's Turret-Mounted Battle Cannon for a Gatling Cannon.
Gatling Cannon Damage 5 (E: Area [120' Cone or 5x60' Line], Dynamic [1], Extended Range [4], Ranged, Variable Area [1]) [ 26 EP ]

Background:
The Leman Russ Punisher eschews the traditional anti-tank role of its class for pure anti-infantry firepower. There are few other tanks in the entire Imperial Guard capable of pouring as much ammunition into the foe as a Leman Russ Punisher. The tank's crews have repuations for being both trigger-happy and gung-ho.

Leman Russ Vanquisher Battle Tank
Equipment Rank 17-20 ( 83-100 EP )

The Leman Russ Vanquisher Battle Tank exchanges the Leman Russ MBT's Turret-Mounted Battle Cannon for a Vanquisher Battle Cannon and Coaxial Heavy Stubber.
Vanquisher Battle Cannon Damage 9 (E: Dynamic [1], Extended Range [3], Improved Critical [1], Penetrating [9], Ranged; F: Activation [Move, -1]); Enhanced Advantage 2 (Improved Aim, Precise Attack [Ranged; Concealment]) [ 33 EP ]
DAE: Coaxial Heavy Stubber Damage 5 (E: Extended Range [1], Ranged, Multiattack) [ 2 EP ]

Background:
The Leman Russ Vanquisher is becoming increasingly rare as the skills and technology required for the construction of the Vanquisher-pattern battle cannon were lost when the forge world of Tigrus was overrun. The Vanquisher cannon's long rang and high first-hit kill ratio make it the anti-tank weapon of choice for most commanders. Vanquishers are natural choices for squadron and company command vehicles, and Vanquisher crews are usually hand-picked from the best within any given regiment.

Image

Leman Russ Destroyer Tank Hunter
Equipment Rank 16-19 ( 80-95 EP )

VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 12 [ 4 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 6 [ 10 EP ]
Toughness: 14 [ 5 EP ]

VEHICLE POWERS
Adamantium Hull Impervious Toughness 7 [ 7 EP ]
Lumbering Behemoth Movement 1 (Sure-Footed) [ 2 EP ]
Searchlight Feature 1 [ 1 EP ]
Smoke Launchers Concealment 2 (Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to vox casters in same regiment) [ 7 PP ]
Laser Destroyer Damage 10 (E: Extended Range [3], Improved Critical [3], Penetrating [10], Ranged; F: Activation [Move, -1]) [ 35 EP ]
AE: Pintle-Mounted Heavy Stubber Damage 5 (E: Dynamic [1], Extended Range [1], Ranged, Multiattack) [ 1 EP ]

VEHICLE UPGRADES
The Leman Russ Destroyer may be upgraded with any of the following:
Dozer Blade Enhanced Ability 1 (+1 STR; F: Limited to Slam Damage); Immunity 2 (Self-Inflicted Slam Damage [2]); Movement 1 (Sure-Footed) [ 5 EP ]
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ 5 EP ]
Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Innaccurate [2], Unreliable [single use; 2]) [ 5 EP ]

Background:
The Destroyer Tank Hunter is a relic, rarely seen and its numbers are still declining. Whilst the hull can be mass produced, the Laser Destroyer cannot be easily reproduced and only a few forge worlds have the skills to be able to hand-craft each weapon. As a result, demand far exceeds supply. Destroyers are generally issued to specialist tank destroyer squadrons and occasionally enough vehicles are gathered to form an entire Tank Destroyer Company. An armored regiment is lucky to have a single squadron attached, and most do not, relying on their tanks or infantry anti-tank teams to fulfill the same role.

Tactical doctrine dictates that Destroyers are best used on the defensive, deployed well back, in hiding, weapons trained ready to ambush enemy armored columns. After a couple of long range shots, the Destroyer will quickly change firing positions to avoid return fire should they have been spotted. This tank 'snipping' makes the Destroyer a notorious hazard to tank crew, who value a confirmed Destroyer kill far greater than other vehicles.

Leman Russ Thunderer Siege Tank
Equipment Rank 19-22 ( 95-110 EP )

The Leman Russ Thunderer Siege Tank exchanges the Leman Russ Destroyer Tank Hunter's Laser Destroyer with a Demolisher Cannon.
Demolisher Cannon Damage 15 (E: Area [30' Burst], Indirect [3], Penetrating [6], Ranged; F: Activation [Standard, -2], Diminished Range [2]) [ 50 EP ]

Background:
The Thunderer Siege Tank is a conversion of the Destroyer Tank Hunter hull. The Thunderer's role is to engage enemy-held buildings or bunkers, using its Demolisher cannon's massive armor tipped shells to pierce the defender's walls before the delay fused high-explosive detonates within, causing massive damage to the occupants and the structure itself. The Thunderer retains all the hull features of the Destroyer, but replaces the massive generators from the laser destroyer with abundant ammunition racks and loading equipment.

Mini-Rant:
For what it's worth, my general order of fondness for the Leman Russ and its many variants goes as follows: Main Battle Tank » Vanquisher/Destroyer (tie) » Exterminator » Conqueror » Everybody Else » Punisher. The sheer all-round utility of the basic Leman Russ is just too good to be dethroned by its specialist kin, but as the Vanquisher and Destroyer are some of the best anti-tank platforms in the entire game they do manage a close second. Due to the nature of the game, any given opponent's army is likely to contain 50% or more of its budget in infantry and you can't always count on heavy vehicles showing up at all. The Vanquisher/Destroyer are almost wasted overkill if the only vehicles are light transports. Contrariwise, the Exterminator is fantastic at immobilizing enemy transports, which is all that I find you really need to do to most of them. An immobile transport is effectively out of the game and its passengers need to walk... making them battle cannon bait. The Conqueror has unfortunately lost its primary purpose to changes in the underlying rules, it was supposed to be a slightly less powerful main battle tank that could move and shoot... which the standard Leman Russ MBT can now do. Still, I like the plucky little breakthrough tank for creativity if nothing else. The rest of the pack I find to be overly specialized in niches that I just generally don't need a tank to do... with the nearly useless Punisher being the bottom of the barrel.
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Baneblade

Post by Batgirl III »

Image
Imperial Guard Baneblade Super Heavy Tank
Warhammer 40,000 Equipment
Equipment Rank 24-26 ( 120-130 EP )
Inquisitor Galdred York, on the Imperial Guard wrote:They are not my most subtle tool, but they are my favourite.
VEHICLE TRAITS
Size: Gargantuan [ 3 EP ]
Strength: 14 [ 2 EP ]
Speed: 3 (15 MPH) [ 3 EP ]
Defense: 5 [ 11 EP ]
Toughness: 15 [ 4 EP]

VEHICLE POWERS
Adamantium Hull Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 11 [ 12 EP ]
Improved Comms Communication 3 (Radio: Long Range; E: Area, Selective, Subtle [1]) [ 19 PP ]
Searchlight Feature 1 [ 1 EP ]
Smoke Launchers Concealment 2 (Normal Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]
Superheavy Tank Enhanced Ability 1 (+1 Strength; F: Limited to Slam Damage); Immunity 2 (Self-Inflicted Slam Damage [2]); Movement 2 (Sure-Footed) [ 7 EP ]
Mega Battle Cannon Damage 9 (E: Area [60' Burst], Dynamic [1], Extended Range [1], Multiattack, Penetrating [3], Ranged) [ 50 EP ]
DAE: Coaxial Autocannon Damage 6 (E: Extended Range [3], Improved Critical [1], Penetrating [4], Ranged, Split [1]) [ 2 EP ]
DAE: Hull-Mounted Demolisher Cannon Damage 15 (E: Area [30' Burst], Indirect [3], Penetrating [6], Ranged; F: Activation [Standard, -2], Diminished Range [2]) [ 2 EP ]
DAE: Twin-Linked Heavy Bolter Turret Damage 6 (E: Extended Range [1], Improved Critical [4], Ranged, Multiattack) [ 2 EP ]

VEHICLE UPGRADES
The Baneblade may be upgraded with any of the following:
DAE: Twin-Linked Heavy Bolter Sponsons Damage 12 (E: Extended Range [1], Improved Critical [4], Ranged, Multiattack, Split [1]) [ 2 EP ]
DAE: Double Lascannon Turrets Damage 16 (E: Accurate [1], Extended Range [1], Improved Critical [3], Penetrating [7], Ranged, Split [1]) [ 2 EP ]
AE: Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Inaccurate [2], Unreliable [single use; 2]) [ 1 EP ]

Background:
The Baneblade is easily one of the most dangerous vehicles on the battlefields of the 41st Millennium. Colossal vehicles, Baneblades make Leman Russ battle tanks look tiny and pathetic in comparison, and the morale boost from seeing one of these metal leviathans can never be underestimated. Baneblades are bristling with weapons and can engage more targets by themselves than most vehicle squadrons. Their armour is nigh on impenetrable to small arms fire and they can shrug off hits that would core even a Leman Russ Demolisher.

A Baneblade’s main weapon is the huge baneblade cannon. Firing a specially designed rocket-propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of death and destruction. An autocannon is slaved to the main cannon in a co-axial mount, mainly used to guide the larger gun’s shots. However, unlike some superheavy vehicles, the Baneblade’s arsenal does not end with its primary weapon. A hull-mounted demolisher cannon gives the Baneblade added punch at shorter ranges and a trio of twin-linked heavy bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally, two strategically placed lascannon turrets give the Baneblade protection against flanking vehicles, especially walkers, who can often turn the Baneblade’s sluggish speed against it.

To be the commander of a Baneblade is to be a god among other tank crews. Baneblades are always in high demand and most Imperial Guard armies will be lucky to have one in their service, let alone a full squadron. However, even one Baneblade can turn the tide of a losing battle, or make the break in a vital siege—there is almost nothing that can stand in a Baneblade’s way.

Mini-Rant:
There are quite a few variants on the Baneblade, but I don't feel like tackling builds for all of them. This tank is 319 tonnes of pure asskick. The variants on the design all pretty much follow the pattern of the Leman Russ: turning an incredibly balanced all-round design into very specialized units. The Shadowsword, Stormblade, and all the other are among the best there is at what they do, and what they do isn't very nice. But the Baneblade usually comes pretty close and can handle things outside their niche better. Oddly, despite being a major tread-head (I'm the owner of a eighteen Leman Russ tanks!) I've never had a particularly strong desire to add a Baneblade or any other superheavy to my armor pool. I've fought against them on many occasions across multiple editions, I've played games using a Baneblade or variant loaned to me by friends, and I've acted as the semi-unofficial tank commander for my team during big Apocalypse games and coached others on how to best use theirs. I don't dislike superheavy tanks, it's just that I can field three Leman Russ tanks of any variant for the same points. For me, more tanks is better tanks. Having said that, if Santa were to slip one under the Batcave's Christmas tree I wouldn't be disappointed.
BARON wrote:I'm talking batgirl with batgirl. I love you internet.
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