Warhammer 40,000 (Roboute Guilliman)

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Batgirl III
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Land Speeder

Post by Batgirl III »

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SPACE MARINE LAND SPEEDERS
Warhammer 40,000 Equipment
Chapter Master Astor Amhrad, Astral Knights wrote:Victory often rests on the correct weaponry being in the right place and at the right time. Even the most destructive weapons of war are worthless if absent from the battle.
Land Speeder
Equipment Rank 11 ( 55 EP )

VEHICLE TRAITS
Size Large [ 1 EP ]
Strength 4 [ 0 EP ]
Speed - [ 0 EP ]
Defense 10 [ 3 EP ]
Toughness 12 [ 14 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Skimmer Flight 6 (250 MPH; F: Distracting [1 Rank], Quirk [650' flight ceiling]) [ 10 EP ]

A Space Marine Land Speeder must be equipped with one of the following:
Heavy Bolter Damage 6 (E: Extended Range [1], Improved Critical [3], Ranged, Multiattack) [ 22 EP ]
Heavy Flamer Damage 5 (E: Area [120' Cone], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 22 EP ]
Multi-Melta Damage 9 (E: Penetrating [9], Ranged, Secondary Effect [5 Ranks]; F: Diminished Range [1], Distracting) [ 22 EP

Land Speeder Tornado
Equipment Rank 12 ( 58 EP )

VEHICLE TRAITS
Size Large [ 1 EP ]
Strength 4 [ 0 EP ]
Speed - [ 0 EP ]
Defense 10 [ 3 EP ]
Toughness 12 [ 14 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Skimmer Flight 6 (250 MPH; F: Distracting [1 Rank], Quirk [650' flight ceiling]) [ 10 EP ]

A Space Marine Land Speeder Tornado must be equipped with one of the following:
Heavy Bolter Damage 6 (E: Dynamic, Extended Range [1], Improved Critical [3], Ranged, Multiattack) [ 23 EP ]
Heavy Flamer Damage 5 (E: Area [120' Cone], Dynamic, Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 23 EP ]
Multi-Melta Damage 9 (E: Dynamic, Penetrating [9], Ranged, Secondary Effect [5 Ranks]; F: Diminished Range [1], Distracting) [ 23 EP

A Space Marine Land Speeder Tornado must be also equipped with one of the following:
DAE: Assault Cannon Damage 6 (E: Improved Critical [2], Ranged, Multiattack, Penetrating [2]) [ 2 EP ]
DAE: Heavy Flamer Damage 5 (E: Area [120' Cone], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 2 EP ]
DAE: Heavy Bolter Damage 6 (E: Extended Range [1], Improved Critical [3], Ranged, Multiattack) [ 2 EP ]
DAE: Multi-Melta Damage 9 (E: Penetrating [9], Ranged, Secondary Effect [5 Ranks]; F: Diminished Range [1], Distracting) [ 2 EP ]

Land Speeder Typhoon
Equipment Rank 12 ( 57 EP )

VEHICLE TRAITS
Size Large [ 1 EP ]
Strength 4 [ 0 EP ]
Speed - [ 0 EP ]
Defense 10 [ 3 EP ]
Toughness 12 [ 14 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Skimmer Flight 6 (250 MPH; F: Distracting [1 Rank], Quirk [650' flight ceiling]) [ 10 EP ]

A Space Marine Land Speeder Typhoon must be equipped with one of the following:
Heavy Bolter Damage 6 (E: Extended Range [1], Improved Critical [3], Ranged, Multiattack) [ 22 EP ]
Heavy Flamer Damage 5 (E: Area [120' Cone], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 22 EP ]
Multi-Melta Damage 9 (E: Penetrating [9], Ranged, Secondary Effect [5 Ranks]; F: Diminished Range [1], Distracting) [ 22 EP

A Space Marine Land Speeder Typhoon must be equipped with the following:
AE: Typhoon Missile Launcher (Krak) Damage 7 (E: Penetrating [5], Ranged) [ 1 EP ]
AE: Typhoon Missile Launcher (Frag) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged) [ 1 EP ]

Land Speeder Tempest
Equipment Rank 12 ( 60 EP )

VEHICLE TRAITS
Size Large [ 1 EP ]
Strength 4 [ 0 EP ]
Speed - [ 0 EP ]
Defense 10 [ 3 EP ]
Toughness 12 [ 14 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Skimmer Flight 6 (250 MPH; F: Distracting [1 Rank], Quirk [650' flight ceiling]) [ 10 EP ]

A Space Marine Land Speeder Tempest must be equipped with the following:
Assault Cannon Damage 6 (E: Dynamic, Improved Critical [2], Ranged, Multiattack, Penetrating [2]) [ 23 EP ]
DAE: Twin-Linked Missile Launcher (Krak) Damage 7 (E: Improved Critical [3], Penetrating [5], Ranged) [ 2 EP ]
DAE: Twin-Linked Missile Launcher (Frag) Damage 5 (E: Area [60' Burst], Extended Range [1], Ranged) [ 2 EP ]

Land Speeder Storm
Equipment Rank 18 ( 90 EP )

VEHICLE TRAITS
Size Large [ 1 EP ]
Strength 5 [ 1 EP ]
Speed - [ 0 EP ]
Defense 8 [ 1 EP ]
Toughness 12 [ 14 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Cerebus Launcher Affliction 5 (Resist/Recover: Fortitude; Conditions: Impaired, Disabled; E: Area [60' Cone], Reaction [x3]; F: Limited to Two Degrees) [ 20 EP ]
Jamming Beacon Nullify 2 (Descriptor: Electromagnetic Signals; E: Area [120' Burst; x3], Continuous [x3], Selective) [ 16 EP ]
Skimmer Flight 6 (250 MPH; F: Distracting [1 Rank], Quirk [650' flight ceiling]) [ 10 EP ]

A Space Marine Land Speeder Storm must be equipped with one of the following:
Assault Cannon Damage 6 (E: Improved Critical [2], Ranged, Multiattack, Penetrating [2]) [ 22 EP ]
Heavy Bolter Damage 6 (E: Extended Range [1], Improved Critical [3], Ranged, Multiattack) [ 22 EP ]
Heavy Flamer Damage 5 (E: Area [120' Cone], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 22 EP ]
Multi-Melta Damage 9 (E: Penetrating [9], Ranged, Secondary Effect [5 Ranks]; F: Diminished Range [1], Distracting) [ 22 EP

Background:
Land Speeders are small but powerful craft, designed to carry two Space Marines, one acting as pilot and the other as the commander/gunner. They fly by means of anti-gravity plating mounted under the nose to provide primary lift and twin jet engines to provide thrust. Variants carry extra weapons or even act as small troop transports, but primarily Land Speeders are designed to offer fast-moving fire support using their maneuverability and velocity to elude enemy fire. As they cannot overcome gravity enough to reach high altitudes, their pilots normally fly close to the ground in harassing operations, popping out from cover to blast the enemy and to support their Battle-Bothers on the ground.

The Land Speeder Storm is a significant modification of the original Land Speeder design, trading heavy armament for a modest transport capacity. In most Chapters, the Land Speeder Storm is most commonly used to insert small squads of Space Marine Scouts deep into enemy territory. The Land Speeder Tempest is the most unusual variant, with only a single pilot in a fully enclosed cockpit, the heavily armed Tempest eschews the standard recce mission profile and acts as a dedicated gunship.

Mini-Rant:
Early edition Land Speeders easily win the award for "silliest looking model in the faction" for Rogue Trader and Second Edition Space Marines, hands down. Their redesigned appearance may make them look something like over-sized, two-passenger, state carnival bumper cars but its a big step up from their original "rocket-powered porch swing" design. The Land Speeder Storm is an great looking model, IMHO, probably the most innovative addition in the Space Marine faction in the last three editions. Which is why it infuriates me that my Dark Angels can't use it!
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Re: Warhammer 40,000 (Land Speeder)

Post by Batgirl III »

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SPACE MARINE AEROSPACE
Warhammer 40,000 Equipment
Captain Hougandez, Mortifactors wrote:We are the skyborne, the angels macarbe, the death that strikes from above. We cut the life-cords of our foes even before they realise the mortal danger they are in. We are the storm incarnate, and we will not be denied.
Stormraven Gunship
Equipment Rank 21-25 ( 105-122 EP )

VEHICLE TRAITS
Size Gargantuan [ 3 EP ]
Strength 12 [ 0 EP ]
Speed - [ 0 EP ]
Defense 8 [ 14 EP ]
Toughness 12 [ 1 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 7 [ 7 EP ]
Ceramite Plating Immunity 11 (Thunderfire Cannon [1], Fire/Melta Effects [10]; F: Fire/Melta Immunity Limited to Half Effect) [ 6 EP ]
Hypersonic Flight 11 (4,000 MPH; F: Distracting [1 Rank]) [ 21 EP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to Space Marines in same Company) [ 7 EP ]
Sensorium Senses 5 (Radio: Accurate [2], Extended [2], Radio [1]; F: Limited to Aerial Targets) [ 5 EP ]
Twin-Linked Assault Cannon Turret Damage 6 (E: Dynamic [1], Improved Critical [5], Ranged, Multiattack, Penetrating [2]) [ 26 EP ]
DAE: Twin-Linked Long-Barrel Heavy Bolters Damage 6 (E: Extended Range [2], Improved Critical [5], Ranged, Multiattack) [ 2 EP ]
DAE: Stormstrike Missiles Damage 10 (E: Extended Range [1], Homing [1], Penetrating [5], Ranged; F: Quirk [1], Unreliable [four uses]); Affliction 8 (Resist/Recover: Fortitude; Conditions: Dazed, Stunned; E: Extended Range [1], Homing [1], Ranged; F: Limited to Two Degrees) [ 2 EP ]

VEHICLE OPTIONS
The Stormraven Gunship may replace its Twin-Linked Heavy Bolters with one of the following:
DAE: Typhoon Missile Launcher (Krak) Damage 7 (E: Penetrating [5], Ranged) [ +0 EP ]
AE: Typhoon Missile Launcher (Frag) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged) [ +0 EP ]
DAE: Twin-Linked Multi-Melta Damage 9 (E: Penetrating [9], Ranged, Secondary Effect [5 Ranks]; F: Diminished Range [1]) [ +5 EP ]

The Stormraven Gunship may replace its Twin-Linked Assault Cannon Turret with one of the following:
Twin-Linked Lascannon Damage 7 (E: Dynamic [1], Improved Critical [3], Multiattack, Penetrating [6], Ranged) [ +5 EP ]
Twin-Linked Plasma Cannon Damage 8 (E: Area [30' Burst, 8 Ranks; 60' Burst, 5 Ranks], Incurable [1], Penetrating [9], Ranged; F: Unreliable) [ +5 EP ]

The Stormraven Gunship may replace its Stormstrike Missiles with one of the following:
DAE: Hellstrike Missiles Damage 10 (E: Area [30' Burst, 8 Ranks], Extended Range [1], Homing [2], Penetrating [5], Ranged; F: Quirk [1], Unreliable [four uses]) [ 26 EP ]
DAE: Skyhammer Missiles Damage 8 (E: Area [30' Burst, 4 Ranks], Extended Range [1], Multiattack, Penetrating [5], Ranged; F: Quirk [1], Unreliable [four uses]) [ 26 PP ]

VEHICLE UPGRADES
The Land Stormraven Gunship may be upgraded with any of the following:
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ +5 EP ]
DAE: Hurricane Bolter Sponsons Damage 6 (E: Area [5x30' Line], Improved Critical [1], Ranged, Multiattack) [ +2 EP ]

Background:
The Stormraven Gunship is a versatile and extremely potent strike craft, a smaller brother to the ubiquitous Thunderhawk. The Stormraven is smaller than Thunderhawk, but correspondingly more agile. It can serve either as a fire-support gunship or as a rapid-insertion strike vehicle equally well, with numerous egress-hatches. It is even designed to allow the aerial deployment of assault troops armed with jump packs.

Mini-Rant:
Probably my least favorite model that Citadel Miniatures has ever made for the Space Marines faction. I've always thought it looked too much like a cross between the worst features of the Thunderhawk and the SeaDuck from Tail Spin. In fact, I've refered to it as the "Thunder Duck" sooo many times in casual conversations that I often seem to forget that isn't its real name. The third-party conversion kit from Chapterhouse Studios extends the fuselage an inch or so, improving the look of the model immensely. Swapping out the oversized bubble turret for a sleeker one from the Razorback and leaving off the silly dorsal fin vent helps to. Such simple changes to the overall geometery of the kit, but what an amazing difference it makes. Highly recommended.

I've also hated the part of the fluff for the thing where the STC template was discovered at the beginning of the 41st Millennium and its been widely adopted by codex-adherent Chapters by the end of the millenium. This flies in the face of decades of established fluff for the Warhammer 40,000 universe. It was established way back in Second Edition that the STC template for the razorback was discovered in M36, got rushed through the approval process by the Priesthood of Mars in only five hundred years, and by M41 many codex-adherent Chapters still didn't completely trust the thing. I understand the inclusion of aircraft in the more recent editions necessitated giving small aircraft to factions that didn't have them before, but it would have been more internally consistent to have the "Thunder Duck" be an older design that we simply hadn't seen before.

Image
Stormtalon Escort
Equipment Rank 16-18 ( 80-90 EP )

VEHICLE TRAITS
Size Huge [ 2 EP ]
Strength 12 [ 0 EP ]
Speed - [ 0 EP ]
Defense 8 [ 12 EP ]
Toughness 12 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 7 [ 7 EP ]
Hypersonic Flight 11 (4,000 MPH; F: Distracting [1 Rank]) [ 21 EP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to Space Marines in same Company) [ 7 EP ]
Sensorium Senses 4 (Radio: Accurate [2], Extended [1], Radio [1]; F: Limited to Aerial Targets) [ 5 EP ]
Strafing Run Feature 1 (Attacks versus opponents on ground gain +2 Attack bonus) [ 1 EP ]
Twin-Linked Assault Cannon Turret Damage 6 (E: Dynamic [1], Improved Critical [5], Ranged, Multiattack, Penetrating [2]) [ 26 EP ]
DAE: Twin-Linked Long-Barrel Heavy Bolters Damage 6 (E: Extended Range [2], Improved Critical [5], Ranged, Multiattack) [ 2 EP ]

VEHICLE OPTIONS
The Stormraven Gunship may replace its Twin-Linked Heavy Bolters with one of the following:
Skyhammer Missiles Damage 8 (E: Area [30' Burst, 4 Ranks], Extended Range [1], Multiattack, Penetrating [5], Ranged; F: Quirk [1], Unreliable [four uses]) [ 26 PP ]
DAE: Typhoon Missile Launcher (Krak) Damage 7 (E: Penetrating [5], Ranged) [ +0 EP ]
AE: Typhoon Missile Launcher (Frag) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged) [ +0 EP ]
DAE: Twin-Linked Lascannon Damage 7 (E: Improved Critical [3], Multiattack, Penetrating [6], Ranged) [ +5 EP ]

Background:
Stormtalon Escorts are nimble and deadly craft. Able to switch roles from agile fighter to hovering gunship with a single shift of its engine pods. Stormtalons fly close air support to guard their Battle-Brothers below, interception missions to counter enemy aircraft, operate as escorts for Stormraven insertions or extractions, or will simply linger on station to be respond as needed.

Mini-Rant:
Okay, I'm adult enough to admit when I was wrong: this is my least favorite model for the faction. Although, to tell you the truth, I don't think I've ever seen anyone field one that they hadn't converted or kitbashed into something a lot nicer looking. The basic body of the model is actually quite nice (sure, its a heavily armored flying brick, but that's in keeping with the overall Astartes design). However, the underchin turret and the side-mounted weapons pods are stupidly oversized, and for a gun to look oversized by 40K standards is no small feat! Converting the model so that the weaponry looks a bit more sane and extending the stubby little wings (or even leaving them off) makes the "Storm Pidgeon" into a rather sleek looking sci-fi attack helicopter looking model. If you want an even simpiler solution, just buy the Dark Angel's Nephilim Jet Fighter model. A barrel swap and leaving off the Dark Angels Chapter badges is all you need. You can try to file them off or just leave on the angel wings that come sculpted onto the Nephy's wings: All Space Marines are called the "Angels of Death" after all.

Image
Stormhawk Interceptor
Equipment Rank 18 ( 90 EP )

VEHICLE TRAITS
Size Huge [ 2 EP ]
Strength 12 [ 0 EP ]
Speed - [ 0 EP ]
Defense 8 [ 12 EP ]
Toughness 12 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 7 [ 7 EP ]
High Altitude Fighter Feature 1 (Attacks versus aerial opponents gain +2 Attack bonus) [ 1 EP ]
Hypersonic Flight 11 (4,000 MPH) [ 22 EP ]
Infernum Halo Launcher Enhanced Defense 2 (+2 Dodge; F: Unreliable [five uses]) [ 1 EP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to Space Marines in same Company) [ 7 EP ]
Sensorium Senses 4 (Radio: Accurate [2], Extended [1], Radio [1]; F: Limited to Aerial Targets) [ 5 EP ]
Twin-Linked Assault Cannons Damage 6 (E: Dynamic [1], Improved Critical [5], Ranged, Multiattack, Penetrating [2]) [ 26 EP ]
DAE: Twin-Linked Long-Barrel Heavy Bolters Damage 6 (E: Extended Range [2], Improved Critical [5], Ranged, Multiattack) [ 2 EP ]
DAE: Las-Talon Damage 7 (E: Extended Range [2], Improved Critical [2], Penetrating [7], Ranged) [ 2 EP ]

VEHICLE OPTIONS
The Stormhawk Interceptor may replace its Las-Talon with the following:
DAE: Icarus Stormcannon Damage 6 (E: Accurate [1], Extended Range [2], Improved Critical [5], Ranged, Multiattack) [ +0 EP ]

The Stormhawk Interceptor may replace its Heavy Bolters with one of the following:
Skyhammer Missiles Damage 8 (E: Area [30' Burst, 4 Ranks], Extended Range [1], Multiattack, Penetrating [5], Ranged; F: Quirk [1], Unreliable [four uses]) [ +0 PP ]
DAE: Typhoon Missile Launcher (Krak) Damage 7 (E: Penetrating [5], Ranged) [ +0 EP ]
AE: Typhoon Missile Launcher (Frag) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged) [ +0 EP ]

Background:
Descending at incredible velocities from orbiting warships to engage and annihilate enemy craft, Stormhawk Interceptors are a stunning hymn to aerial superiority that the Space Marines sing with gusto. The frontal armour and huge firepower makes them excellent dogfighters, hurtling through the clouds to execute target after target in a blazing display of incendiary defiance.

Mini-Rant:
Hot damn, this is what the Stormtalon should have looked like!
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Re: Warhammer 40,000 (Land Speeder)

Post by Gamebook »

Image

Those assault cannons on the wingtips would I think pretty much knacker its ability to roll.

Really all these space marine flyers are so blocky and ungainly I can't take any of them at all seriously. Even the ork aircraft are more aerodynamic.

I would have much preferred designs with some actual wing area, currently they look like ground vehicles put together by somebody using the old vehicle design rules (so are loaded with lots and lots of assault cannons). The various eldar flyers by contrast actually look like aircraft.
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Re: Warhammer 40,000 (Land Speeder, Aerospace)

Post by Batgirl III »

Anti-gravity technology lets the designers get away with a lot, but yeah, they're pretty much all flying bricks... and not in the Superman sense.

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Re: Warhammer 40,000 (Land Speeder)

Post by Woodclaw »

Gamebook wrote: Tue Jun 05, 2018 7:52 am Image

Those assault cannons on the wingtips would I think pretty much knacker its ability to roll.

Really all these space marine flyers are so blocky and ungainly I can't take any of them at all seriously. Even the ork aircraft are more aerodynamic.

I would have much preferred designs with some actual wing area, currently they look like ground vehicles put together by somebody using the old vehicle design rules (so are loaded with lots and lots of assault cannons). The various eldar flyers by contrast actually look like aircraft.
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Re: Warhammer 40,000 (Land Speeder, Aerospace)

Post by catsi563 »

Only the Eldar possess the proper aesthetics and aerodynamics to be true sky craft.

silly monkeigh :P

*fade into the warp*
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Re: Warhammer 40,000 (Land Speeder, Aerospace)

Post by Spam »

Aerodynamics is for wimps and Eldar. True humans propel themselves through the air with brute force and an overwhelming sense righteousness.
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Re: Warhammer 40,000 (Land Speeder, Aerospace)

Post by Batgirl III »

The Tau aerospace vehicles are pretty aerodynamic by sci-fi standards (and especially so by WH40k standards). Not as super-sleek and sexy as the Eldar designs, but still pretty neat with their organic curves and unibody designs.

The Imperial Navy actually has some really good looking flyers, the Thunderbolt and Marauder being personal favorites. Boxy, sure, but not nearly as ungangly as the Astartes small craft.
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Re: Warhammer 40,000 (Land Speeder, Aerospace)

Post by catsi563 »

the Tau use a very sea creature motif on all their ships they have some really smooth ship designs such as the ambassador class.
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Re: Warhammer 40,000 (Land Speeder, Aerospace)

Post by Woodclaw »

Batgirl III wrote: Tue Jun 05, 2018 8:41 pm The Tau aerospace vehicles are pretty aerodynamic by sci-fi standards (and especially so by WH40k standards). Not as super-sleek and sexy as the Eldar designs, but still pretty neat with their organic curves and unibody designs.

The Imperial Navy actually has some really good looking flyers, the Thunderbolt and Marauder being personal favorites. Boxy, sure, but not nearly as ungangly as the Astartes small craft.
Most of the Imperial Navy small craffts have a very "flyng car" aestetic to me, given the large fronts ... Astartes flyers really looks like someone slapped two jet engines on a tank and called it a day.
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Re: Warhammer 40,000 (Land Speeder, Aerospace)

Post by catsi563 »

Woodclaw wrote: Wed Jun 06, 2018 8:32 am
Batgirl III wrote: Tue Jun 05, 2018 8:41 pm The Tau aerospace vehicles are pretty aerodynamic by sci-fi standards (and especially so by WH40k standards). Not as super-sleek and sexy as the Eldar designs, but still pretty neat with their organic curves and unibody designs.

The Imperial Navy actually has some really good looking flyers, the Thunderbolt and Marauder being personal favorites. Boxy, sure, but not nearly as ungangly as the Astartes small craft.
Most of the Imperial Navy small craffts have a very "flyng car" aestetic to me, given the large fronts ... Astartes flyers really looks like someone slapped two jet engines on a tank and called it a day.
Which would be well in tune with the Adeptes mindset

Is this lethal and violent enough?

no

Add more gunz and a bigger engine

Perfect!!

Orks are the same only they paint it red becuz it goes fasta!!
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Re: Warhammer 40,000 (Land Speeder, Aerospace)

Post by L-Space »

Found this the other day:Image
Image
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Thunderhawks Are Go!

Post by Batgirl III »

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SPACE MARINE AEROSPACE
Warhammer 40,000 Equipment
Aliens wrote:We're in the pipe. Five by five.
Thunderhawk Dropship
Equipment Rank 26-28 ( 130-137 EP )

VEHICLE TRAITS
Size Colossal [ 4 EP ]
Strength 16 [ 0 EP ]
Speed - [ 0 EP ]
Defense 2 [ 10 EP ]
Toughness 14 [ 1 EP]

VEHICLE POWERS
Adamantium Hull Impervious Toughness 7 [ 7 EP ]
Decoy Flare Launcher Affliction 10 (Resist/Recover: Intelligence; Conditions: Attack Impaired, Attack Disabled; E: Area [60' Burst], Reaction [x3]; F: Instant Recovery, Limited to Machines, Limited to One Sense, Limited to Two Degrees, Unreliable [Five Uses]) [ 10 EP ]
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ 5 EP ]
Ferromantic Invulnerability Immunity 10 (Fire/Melta Effects [10]; F: Fire/Melta Immunity Limited to Half Effect) [ 5 EP ]
Hypersonic Flight 11 (4,000 MPH) [ 22 EP ]
Improved Comms Communication 3 (Radio: Long Range; E: Area, Selective, Subtle [1]) [ 19 PP ]
Interplanetary Movement 1 (Space Travel [1]) [ 2 PP ]
Sensorium Senses 5 (Radio: Accurate [2], Extended [2], Radio [1]; F: Limited to Aerial Targets) [ 5 EP ]
Dorsal Battle Cannon Damage 9 (E: Area [30' Burst], Dynamic [1], Extended Range [3], Indirect [3], Multiattack, Penetrating [2], Ranged; F: Limited to Medium or Long Range) [ 36 EP ]
DAE: Four Twin-Linked Heavy Bolter Turrets Damage 8 (E: Area [5x30' Line], Improved Critical [3], Ranged, Split [3], Multiattack; F: Diminished Range [2], Quirk [must always operate at Split 1, minimum]) [ 2 EP ]
DAE: Twin-Linked Lascannon Wing Mounts Damage 8 (E: Extended Range [2], Improved Critical [3], Multiattack, Penetrating [6], Ranged) [ 2 EP ]

VEHICLE OPTIONS
The Thunderhawk Dropship may replace its Dorsal Battle Cannon with the following:
Dorsal Battle Cannon Damage 10 (E: Dynamic [1], Extended Range [3], Improved Critical [3], Multiattack, Penetrating [6], Ranged; F: Inaccurate [1], Quirk [can only fire every other round; 1]) [ +5 EP PP ]

The Thunderhawk Dropship may add one of the following:
DAE: Six Hellstrike Missiles Damage 10 (E: Area [30' Burst, 8 Ranks], Extended Range [1], Feature [one extra use; 1], Homing [2], Penetrating [5], Ranged; F: Unreliable [six uses]) [ +2 EP ]
DAE: Saturation Bombs Damage 5 (E: Area [120' Burst; x3], Extended Range [2], Indirect [1], Ranged, Secondary Effect); Enhanced Advantage 2 (Precise Attack [Ranged; Cover and Concealment]) [ +2 EP ]

Background:
Perhaps more than any other single vehicle, the Thunderhawk Dropship is the lynch-pin of a Space Marine Chapter. A versatile aircraft combining orbital dropship, gunship, and medium bomber roles, it is a Chapter's fleet of Thunderhawks that allow its forces to rapidly assault anywhere on a planet's surface from strike cruisers in orbit.

A Thunderhawk Dropship is among the most advanced and technologically sophisticated vehicles deployed by any Imperial force. Each gunship is packed with advanced targeting, sensory, communication, avionics and navigational equipment. All of which is protected inside a heavily armored hull constructed using the same techniques as those used in the Land Raider. In its role as as gunship, the Thunderhawk carries a fearsome array of weaponry and ordnance. Its primary weapon is the limited traverse dorsal mounted weapon, either a battle cannon or turbo-laser. For additional power in ground attacks it mounts twin lascannons, and, for engaging enemy interceptors or sweeping landing zones with suppression fire, up to eight heavy bolters in remote turrets. Finally, a Thunderhawk can carry various payloads of missiles and bombs for specific bombing missions.

Mini-Rant:
The Thunderhawk is the crown jewel model of a truly dedicated Space Marine player's collection. A gorgeous model that requires (and deserves) master-crafted attention to detail during assembly, painting, and mounting. Essentially, a Titan on a flight stand, if a player shows up to your local game store with a Thunderhawk, rest assured you stand in the presence of a True Grognard. Although you occasionally see a spoiled kid with indulgent parents who bought him a Titan, the performance of the Thunderhawk on the table doesn't justify the price tag of the model, so it tends to be ignored by the spoiled rich kids. The Thunderhawk is a fantastic unit during play, especially on the really large tables you'd want to use for an Apocalypse game, but its extremely expensive, a b----h to transport, and really, really, really fiddly to put together. A Titan is an Italian sports car: expensive, impractical, but very high performance. A Thunderhawk is a Monet: expensive, impractical, but only purchased because you love art. Incidentally, if any of you ever wonder what's on my Christmas Wish List...

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Thunderhawk Transporter
Equipment Rank 25 ( 125 EP )
Artor Amhrad, Chapter Master of the Astral Knights wrote:Victory often rests on the correct weaponry being in the right place and at the right time. Even the most destructive weapons of war are worthless if absent from the battle.
VEHICLE TRAITS
Size Colossal [ 4 EP ]
Strength 17 [ 1 EP ]
Speed - [ 0 EP ]
Defense 1 [ 9 EP ]
Toughness 14 [ 1 EP]

VEHICLE POWERS
Adamantium Hull Impervious Toughness 7 [ 7 EP ]
Decoy Flare Launcher Affliction 10 (Resist/Recover: Intelligence; Conditions: Attack Impaired, Attack Disabled; E: Area [60' Burst], Reaction [x3]; F: Instant Recovery, Limited to Machines, Limited to One Sense, Limited to Two Degrees, Unreliable [Five Uses]) [ 10 EP ]
Extra Armor Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ 5 EP ]
Ferromantic Invulnerability Immunity 10 (Fire/Melta Effects [10]; F: Fire/Melta Immunity Limited to Half Effect) [ 5 EP ]
Hypersonic Flight 11 (4,000 MPH) [ 22 EP ]
Improved Comms Communication 3 (Radio: Long Range; E: Area, Selective, Subtle [1]) [ 19 PP ]
Interplanetary Movement 1 (Space Travel [1]) [ 2 PP ]
Sensorium Senses 5 (Radio: Accurate [2], Extended [2], Radio [1]; F: Limited to Aerial Targets) [ 5 EP ]
Four Twin-Linked Heavy Bolter Turrets Damage 8 (E: Area [5x30' Line], Improved Critical [3], Ranged, Split [3], Multiattack; F: Diminished Range [2], Quirk [must always operate at Split 1, minimum]) [ 35 EP ]

Background:
The Thunderhawk Transporter is a logistical support variant of the gunship. Used to quickly move a Space Marine Chapter's vehicles from Strike Cruisers in orbit to a planet's surface, it does not carry men and is not a combat vehicle like the Thunderhawk Dropship. It is only armed with heavy bolters for self defense, but it is not expected to engage the enemy. As well as carrying vehicles a Thunderhawk Transporter can also be equipped with an under slung supply pod, for moving ammunition, fuel, or other important supplies.

Mini-Rant:
he Thunderhawk Transporter belongs to the very rare guy who is a combination of an extremely dedicated Space Marine player and who has more money than sense. Even more fiddly to put together than the Thunderhawk, even more expensive, and next to useless on the table. A regular at my old FLGS had built himself a very well made "papercraft" Thunderhawk Transporter for use in our annual Apocalypse games, and although it was impressive to look at as it zoomed across the table with his Land Raider Crusader magnetized to its underbelly... For all the points he spent on it, he could have just taken two Land Raiders and driven them across the table. Still, its an invaluable unit if you ever get too play Epic 40,000 and one that makes a lot of sense as part of the setting background. Not that I'd say no to someone offering me one as a birthday present.
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Batgirl III
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Waaaagh!

Post by Batgirl III »

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ORK BOYZ
Warhammer 40,000 Characters
Power Level 9 Minions ( 100 PP )

Xanthius, High Lord of Terra wrote:The Orks plague the galaxy from the end to end with their ceaseless warring and strife. They are a race rooted so deeply in war that peace is utterly incomprehensible to them. They cannot be bargained with or bought save with weapons that they will inevitable turn against those who tried to bribe them. I pray with all my faith that some great catastrophe will annihilate them but I fear that ultimately it is they, not we, who shall rule the galaxy.
Genetor Aurelius Thoze, Adeptus Mechanicus Xenobiologist wrote:Ork Physiology is fascinating and terrifying in equal measure, demonstrating inhuman degrees of resilience to the point where they can withstand seemingly fatal wounds with little apparent long-term consequence. Indeed, Orks witnessed suffering fatal wounds in the midst of heavy fighting have often been observed again several days later, larger and stronger than they were before their injuries and with no sign of those wounds save for some largely superficial scarring.
Grukk, Ork Boy wrote:We don't fight fer food, or fer teef, or guns, or cos we's told to fight. We fight cos we woz born to fight. And win.
From 'Culture vs. Kultur: Thoughts on Orkish Society' by Uthan the Perverse, a controversial Eldar philosopher wrote:The Orks are the pinnacle of creation. For them, the great struggle is won. They have evolved a society which knows no stress or angst. Who are we to judge them? We Eldar who have failed, or the Humans, on the road to ruin in their turn? And why? Because we sought answers to questions that an Ork wouldn't even bother to ask! We see a culture that is strong and despise it as crude.
Rotgob, Ork Strategist wrote:
Get 'em boyz!
Dakka dakka dakka!
WAAAGH! THE ORKS!
WAAAAAGH!
ABILITIES
Strength 3 (Lifting: 4)
Stamina 5
Agility 3
Dexterity 1
Fighting 6
Intellect -1
Awareness 2
Presence 0

SKILLS
Athletics 7 (+10), Close Combat [Unarmed] 2 (+12), Intimidation 12 (+12), Perception 3 (+5), Ranged Combat [Ork Weapons] 8 (+12), Stealth 3 (+5), Vehicles 3 (+5)

ADVANTAGES
All-Out Attack, Close Attack (4), Diehard, Equipment (4), Great Endurance, Improved Critical [Choppa] (1), Improved Critical [Unarmed] (1), Power Attack, Ranged Attack (2), Startle

POWERS
Bulgin Biceps Enhanced Ability 1 (+1 Strength; F: Limited to Lifting) [ 1 PP ]
Feral Senses Senses 2 (Olfactory: Acute [1], Visual: Lowlight Vision [1]) [ 2 PP ]
Inhumanly Durable Immunity 4 (Diseases [1], Poisons [1]; Gases [2]; F: Limited to Half Effect); Protection 5 [ 7 PP ]

EQUIPMENT ( 20 EP )
Shoota Boyz Regular Stuff ( 20 EP )
Shoota Damage 6 (E: Ranged, Multiattack) [ 18 EP ]
• AE: Kombat Nife Damage 2 (Strength-Based; E: Improved Critical [1]) [ 1 EP ]
• AE: Stikkbomb Damage 5 (E: Area [30' Burst], Ranged) [ 1 EP ]

Slugga Boyz Regular Stuff ( 20 EP )
'Eavy Armor Impervious Toughness 3 [ 3 EP ]
Stikkbomb Damage 5 (E: Area [30' Burst], Ranged) [ 15 EP ]
• AE: Choppa Damage 7 (Strength-Based; E: Improved Critical [3]; F: Inaccurate [1]) [ 1 EP ]
• AE: Slugga Damage 4 (E: Accurate [1], Ranged, Split [1]) [ 1 EP ]

One Shoota Boy or Slugga Boy in ten may replace all of his Regular Stuff with one of the following:
Big Shoota Damage 6 (E: Extended Range [2], Ranged, Multiattack) [ 20 EP ]
Rokkit Launcha Damage 8 (E: Penetrating [5], Ranged; F: Inaccurate [1]) [ 20 EP ]

DEFENSE
Dodge (8) Base 6
Parry: (8) Base 2
Fortitude: (10) Base 5
Toughness: (10) ——
Will: (8) Base 6

WORKSHEET
Dodge: 8 Tough: 10 Total: 18
Parry: 8 Tough: 10 Total: 18
Fort: 10 Will: 8 Total: 18


ABILITIES [ 36 pp ] +
SKILLS [ 19 pp ] +
ADVANTAGES [ 16 pp ] +
POWERS [ 10 pp ] +
DEFENSES [ 19 pp ] =
100 PP TOTAL

Background:
Few beings pose a greater threat to Mankind than the Orks. While each Ork is a dangerous combatant is its own right, they are rarely encountered alone. Orks gravitate toward one another, gathering in tribes and clans under the brutal leadership of the strongest Ork present, the Boss. These smaller mobs of “Greenskins” are dangerous enough, quite capable of threatening an Imperial planetary defence force, but it is the collected might of a true Waaagh! that Mankind must truly fear. When a particularly savage Boss unites several clans together under his Waaagh! banner, the resulting mass of Orks is a nearly unstoppable threat, a surging tide of green-skinned warriors desiring only battle, bloodshed and war. The Orks of the Spinward Front possess infinite variety, though they all share one common trait: an unquenchable thirst for violence.

Orks are an unruly, savage, and generally witless bunch, but there is one thing that they do exceedingly well—wage war. An Ork by himself is a dangerous foe, but fifteen, sixty, or ten-score is a truly terrifying force. Orks “Boyz” have a natural instinct to mob up, to gather into massive gangs and strike out violently at whoever or whatever happens to get in their way. These mobs tend to consist of likeminded Orks, and in time each mob begins to reflect the character of its members. As all Orks have a great drive to inflict harm on other sentient beings and to crush, destroy and conquer the foundations of civilization wherever they find them, each Mob is a testament to a particular way in which Orks wage war.

By far, the most numerous Orks are those who delight in the pure ferocity and savagery of hand-to-hand combat, wielding their heavy-bladed choppas and thick-barrelled sluggas in the frenzy of melee. These Slugga Boyz exalt in the feeling of the hot blood of their foes spraying across their green skin and the satisfying crunch of bones with each swing.

While all Orks appreciate the press of melee and the fury of hand-to-hand combat, there are those who crave the thunder of gunfire, who wholly embrace the simple pleasure of watching their foes fall to a hail of shells. These Shoota Boyz wield the firearm that is their namesake with glorious abandon, bellowing wordless roars of pleasure as they unleash hell in the form of large-bore shells. The shoota they carry is an effective, yet fiendishly simple weapon, little more than a barrel, a trigger and a shoddy, yet strangely reliable firing mechanism. Some Shoota Boyz may add embellishments like sights and scopes, but they are largely for show, as Orks have little to no understanding of their actual purpose or function.

Build Notes:
The vast majority of Ork units can be represented by taking the basic Ork Boyz and changing their Equipment loadout. To represent Lootaz, assign them an Orky equalalent of any two Imperial Heavy Weapons as Alternate Effects of one another; Burna Boyz use the equalent of an Imperial Heavy Flamer that alt effects as a Power Sword. Storm Boyz are essentially Slugga Boyz given jump-packs; Tank Busta mobs are formed of standard Boyz but everybody has a Rokkit Launcha and krak grenades; and so on and so forth.
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Re: Warhammer 40,000 (Ork Boyz)

Post by L-Space »

‘Dat's a gud look'n Ork build right 'der! Betta dan dose stink'n 'umiez!

Very nice build. I've actually been enjoying all the WH40K builds.
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