Warhammer 40,000 (Dire Avengers)

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Batgirl III
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Re: Warhammer 40,000 (Ibram Gaunt, Imperial Guard Hero)

Post by Batgirl III » Fri Jun 15, 2018 2:15 am

Standard issue equipment for the Imperial Guard is paper-thin armor, a weapon used flashlight, a tactical handbook of pure propaganda, a flak helmet, and a set of adamantium testicles.
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Re: Warhammer 40,000 (Imperial Guard)

Post by BriarThrone » Fri Jun 15, 2018 2:29 am

Jabroniville wrote:
Tue Jun 12, 2018 9:27 pm
Yeah, I didn't even realize there WAS an army of full-dress-uniform Imperials- all I've ever seen are the Rambo-Lite guys and the "Generic Army Dude" guys. I never understood the purpose of the army, given how outlandish everything else looked, until I saw your stuff here, and realized it's supposed to appeal to the "Real Army Nuts" out there who want to play legitimate-looking stuff, instead of the Pauldron Gods, Deformed Maniacs or Giant Alien Menaces out there :).
There is some interesting history behind the Mordian Iron Guard.

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Re: Warhammer 40,000 (Ibram Gaunt, Imperial Guard Hero)

Post by Batgirl III » Fri Jun 15, 2018 2:35 am

Debate rages* as to whether or not the name of the Mordian Iron Guard's homeworld is named "Mordian" or "Mordia." In the very earliest mentions of the planet in the sourcebooks, the planet was was Mordia and the demonym was Mordian... Just like the Cadian are from Cadia and the Valhallan are from Valhalla.

For some reason, either during later Second Edition or early Third Edition, this got changed to the Mordian being from Mordian. :?

*Okay, so it doesn't really. Unless someone brings it up within earshot of me, in which case I rage about it and annoy everyone else in the room for hours.
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Re: Warhammer 40,000 (Ibram Gaunt, Imperial Guard Hero)

Post by Woodclaw » Fri Jun 15, 2018 7:23 am

Batgirl III wrote:
Fri Jun 15, 2018 2:35 am
Debate rages* as to whether or not the name of the Mordian Iron Guard's homeworld is named "Mordian" or "Mordia." In the very earliest mentions of the planet in the sourcebooks, the planet was was Mordia and the demonym was Mordian... Just like the Cadian are from Cadia and the Valhallan are from Valhalla.

For some reason, either during later Second Edition or early Third Edition, this got changed to the Mordian being from Mordian. :?

*Okay, so it doesn't really. Unless someone brings it up within earshot of me, in which case I rage about it and annoy everyone else in the room for hours.
This is kind of weird in the Italian version of the handbook it stayed Mordia way into 4th edition.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Chimera Armored Personnel Carrier

Post by Batgirl III » Sat Jun 16, 2018 12:36 am

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Image
Chimera Armored Personnel Carrier
Warhammer 40,000 Equipment
Equipment Level 13-17 ( 65-85 PP )

Colonel Hashim Abraham, 47th Tallarn Armoured wrote:Load your weapons and prepare to move out! It is time to bring the hammer of the God-Emperor down upon our foes!
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 12 [ 4 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 6 [ 10 EP ]
Toughness: 13 [ 4 EP]

VEHICLE POWERS
Amphibious Movement 1 (Water-Walking) [ 2 EP ]
Armored Hull Impervious Toughness 5 [ 5 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 ]
Turret-Mounted Multilaser Damage 7 (E: Dynamic [1], Multiattack, Ranged; F: Inaccurate [1]) [ 21 EP ]
• DAE: Hull-Mounted Heavy Bolter Damage 6 (E: Extended Range [1], Improved Critical [1], Multiattack, Ranged) [ 2 EP ]
• DAE: Hull-Mounted Lasrifles Damage 5 (E: Area [5x60'], Ranged) [ 2 EP ]

VEHICLE OPTIONS
The Chimera APC may replace its Turret-Mounted Multilaser with one the following:
Turret-Mounted Autocannon Damage 6 (E: Dynamic [1], Extended Range [1], Improved Critical [1], Penetrating [4], Ranged, Split [1]) [ +0 EP ]
Turret-Mounted Heavy Bolter Damage 6 (E: Dynamic [1], Extended Range [1], Improved Critical [1], Multiattack, Ranged) [ +0 EP ]
Turret-Mounted Twin-Linked Heavy Bolters Damage 6 (E: Dynamic [1], Extended Range [1], Improved Critical [4], Ranged, Multiattack) [ +3 EP ]
Turret-Mounted Heavy Flamer Damage 5 (E: Area [120' Cone], Dynamic [1], Secondary Effect [3 Ranks]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ +0 EP ]

The Chimera APC may replace its Hull-Mounted Heavy Bolter with the following:
• DAE: Hull-Mounted Heavy Flamer Damage 5 (E: Area [120' Cone], Secondary Effect [3 Ranks]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ +0 EP ]

VEHICLE UPGRADES
The Chimera APC 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 ]
• DAE: Pintle-Mounted Heavy Stubber Damage 5 (E: Extended Range [1], Ranged, Multiattack) [ 2 EP ]

Background:
More infantry fighting vehicle than a simple armoured personnel carrier, the Chimera is both a transport and light tank, and its dependable frame and universal design forms the backbone of the Imperial Guard’s armoured might. The Chimera is designed to transport a full squad of Guardsmen into the thick of the fighting, whilst still providing support in the form of heavy firepower. The Chimera’s heavily armoured front makes it ideal for head-on assaults where lines of Chimeras can form an exceptionally effective spearhead, backed up by the infantry within them.

The Chimera’s success is also down to its versatility. More vehicles are based upon the Chimera design than any other, from command tanks like the Salamander to self-propelled artillery like the Medusa. Even the basic Chimera itself has many variants, and its modular turret and hull mounts can be adapted to a number of different weapon configurations to ensure a level of tactical flexibility not normally achievable with other Guard vehicles. The Chimera’s adaptability is such that many other organizations, such as the Inquisition and the Adeptus Arbites, also employ the vehicle, making it one of the most ubiquitous designs in the galaxy.

There are a wide variety of Chimera configurations and it is fairly common to see specialist command Chimeras leading mechanized infantry platoons. At the GM’s discretion, a senior officer's Chimera may be remove the Limited Flaw on its Vox Link. Additionally, most Chimeras have hull-mounted lasguns to be controlled by transported troops mounted along their sides, but if not, these are replaced by slots that may be used as firing ports by passengers (since the typical Guardsmen only has a lasgun it won't make much difference on the common NPC Chimera, but this may matter for your own campaign). The Chimera also has a hatch on top of the hull that can be used by passengers as a method of embarkation/disembarkation as well as a firing point.

Mini-Rant:
The Warhammer 40,000 game has multiple transport vehicles available to every army, but my favorite one of them, point for point, is the Chimera. My personal favorite combination is the autocannon turret, hull-mounted heavy bolter, pintle-mounted stubber, and a dozer blade. Essentially the same firepower as the Space Marines' Predator Destructor, making it great against enemy transports and infantry and able to deliver my toy soliders just about anywhere on the table. This frees my Leman Russ tanks to concentrate on enemy armor and heavy infantry. It's a shame you don't see water-features in more people's terrain collections, as the Chimera is one of the only amphibious units in the game.
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Imperial Guard Hellhound

Post by Batgirl III » Sat Jun 16, 2018 4:36 am

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Hellhound Flame Tank
Warhammer 40,000 Equipment
Equipment Level 13-19 ( 65-92 PP )

Tactica Imperialis wrote:Do not strike until you are ready to crush the enemy utterly, and then attack without mercy, destroy every vestige of resistance, leave no one to work against you.
George Carlin wrote:The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done."
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 11 [ 3 EP ]
Speed: 5 (60 MPH) [ 5 EP ]
Defense: 6 [ 10 EP ]
Toughness: 14 [ 5 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 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 ]
Turret-Mounted Inferno Cannon Damage 5 (E: Area [60' Cone], Dynamic [1], Extended Range [1], Ranged, Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 24 EP ]
• DAE: Hull-Mounted Heavy Bolter Damage 6 (E: Extended Range [1], Improved Critical [1], Multiattack, Ranged) [ 2 EP ]

VEHICLE OPTIONS
The Hellhound may replace its Turret-Mounted Inferno Cannon with one of the following:
Turret-Mounted Chem-Cannon (Bane Wolf) Damage 5 (E: Alternate Resistance [Fortitude], Area [120' Cone], Dynamic [1], Incurable [1], Secondary Effect [5 Ranks]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ +0 EP ]
Turret-Mounted Melta-Cannon (Devil Dog) Damage 9 (E: Area [30' Burst], Dynamic [1], Penetrating [9], Ranged, Secondary Effect [8 Ranks]; F: Diminished Range [1], Distracting) [ +10 EP ]

The Hellhound may replace its Hull-Mounted Heavy Bolter with one of the following:
DAE: Hull-Mounted Heavy Flamer Damage 5 (E: Area [120' Cone], Secondary Effect [3 Ranks]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ +0 EP ]
DAE: Hull-Mounted Multi-Melta Damage 9 (E: Penetrating [8], Ranged, Secondary Effect [7 Ranks]; F: Diminished Range [1], Distracting) [ +0 EP ]

VEHICLE UPGRADES
The Hellhound 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 ]
• DAE: Pintle-Mounted Heavy Stubber Damage 5 (E: Extended Range [1], Ranged, Multiattack) [ 2 EP ]

Background:
One of the more specialized variants of the Chimera chassis, the Hellhound Flame Tank is a dedicated anti-infantry tank designed to clear out masses of troops with its fearsome inferno cannon. Watching a Hellhound in action is a frightening prospect, as great gouts of fiery promethium spray outwards in a large arc. The effect is short lived, but the roar of its scorching payload is soon replaced by the tortured screams of those unfortunate enough to be caught in the wave of fire.

Hellhounds are suited to the more reckless and cavalier of vehicle crews, as while they may have increased armor across their flanks, they do carry vast amounts of highly explosive promethium fuel. Every hit could spell potential disaster for a Hellhound and its crew, and exposed infantry tend to give the tank a wide berth in case a well-aimed shot from an enemy turns the tank into a raging fireball of titanic proportions.

Despite these obvious drawbacks, the Hellhound itself has a good reputation as a quick strike vehicle, moving ahead of the main line to torch dug-in enemy positions and burn away obstructions for the slower and heavier vehicles that follow behind it. The enemies of Mankind know to fear the Hellhound and their crews exploit this well-deserved dread at every opportunity.

Based upon a Chimera chassis, the Hellhound has an increased engine size in place of a troop-carrying capacity. The vast promethium tanks have also necessitated thicker armor plating. The versatility of the Hellhound design has led to several redesigns which have become increasingly common amongst Imperial Guard regiments. The Devil Dog is a rare variant of the more widespread Hellhound. Armed with powerful melta-cannons, Devil Dogs are able to tear through heavy troops and armored tanks in short order. When fire, the main weapon makes a high-pitched howl as moisture in the air vaporizes, becoming a roaring blast as the target detonates. Bane Wolves are used when the complete eradication of the enemy is warranted. They smother their targets in broiling clouds of noxious gas that dissolves organic material in moments. Victims' blood boils in their own veins and their flesh sloughs from bone as the mixture of toxins do their horrific work.

Mini-Rant:
I find the Hellhound has as much a psychological effect in the table top game as the tank has in the fluff. Something about this swift moving giant flamethrower scares players far beyond the Inferno Cannon's actual damage capacity and it attracts a lot of enemy fire. Armies that depend on hordes of lightly armored, cover-hugging infantry - Eldar, Orks, other Guard - have good reason to fear it, not so much Space Marines. Yet they still pour an undo amount of their shooting into it... Which works well if you let it act as a sacrificial fire-magnet for the rest of your army. I only own one of them, but the prospect of running three of them in a full squadron just seems deliciously evil. I have a Tyranid-playing exgirlfriend that just loves her maximum size Genestealer swarms. Fwoosh! Problem solved.
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Re: Imperial Guard Hellhound

Post by L-Space » Sat Jun 16, 2018 4:58 am

Batgirl III wrote:
Sat Jun 16, 2018 4:36 am
Image
Hellhound Flame Tank
One flamethrower on your tank not good enough?! Fine, take two flamethrowers and disintegration chemical spewer! What? No, I don't know the definition of overkill! Why do you ask?
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Re: Warhammer 40,000 (Chimera, Hellhound)

Post by Batgirl III » Sat Jun 16, 2018 5:08 am

Well, two flame-throwers or one flame-thrower and a disintegrating chemical spewer. It’s only got two hard points for weapons. We haven’t even begun to approach “overkill” yet, we’re still dealing with the Imperial Guard’s light vehicles.
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Re: Warhammer 40,000 (Chimera, Hellhound)

Post by BriarThrone » Sat Jun 16, 2018 5:14 am

Batgirl III wrote:
Sat Jun 16, 2018 5:08 am
Well, two flame-throwers or one flame-thrower and a disintegrating chemical spewer. It’s only got two hard points for weapons. We haven’t even begun to approach “overkill” yet, we’re still dealing with the Imperial Guard’s light vehicles.
The subject of Knights or Titans hasn't even been addressed, let alone Baneblades or Shadowswords.

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Re: Warhammer 40,000 (Chimera, Hellhound)

Post by Batgirl III » Sat Jun 16, 2018 5:20 am

BriarThrone wrote:
Sat Jun 16, 2018 5:14 am
Batgirl III wrote:
Sat Jun 16, 2018 5:08 am
Well, two flame-throwers or one flame-thrower and a disintegrating chemical spewer. It’s only got two hard points for weapons. We haven’t even begun to approach “overkill” yet, we’re still dealing with the Imperial Guard’s light vehicles.
The subject of Knights or Titans hasn't even been addressed, let alone Baneblades or Shadowswords.
All in due time. Baneblades are on my list, but I’m waffling on whether or not I’m going to do all the variants of that tank. I’ll probably just do the really well known ones like the Shadowsword.

I’ve got some notes sketched up for how to handle the Imperial Knight, but need to get my hands on their new codex to find out what they’ve changed with them this time around.

I’m not sure about Titans... Obviously, they’re cool and they really encapsulate the “So ridiculously stupidly over the top it loops right back around to become awesome again!” aesthetics of the WH40k universe. On the other hand, holy shit would they be complex builds... On the gripping hand, I am the girl who made Mogo.
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Re: Warhammer 40,000 (Chimera, Hellhound)

Post by BriarThrone » Sat Jun 16, 2018 5:42 am

The Knight Valiant and Knight Castellan are just insane. They very well might have enuff dakka. My favorite is the Castellan. They have a Plasma Decimator, a Volcano Lance, sponson-mounted auto-cannons, krak missiles (which can be used to character-snipe)...

The Armigers - Warglaive and Helveren, I believe - are fun too. They're baby Knights, and very fast. The Helveren has two auto cannons, and the Warglaive has a thermal lance and a chainsword. Plus whatever their carapace weapons are, which I forget.

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Re: Warhammer 40,000 (Chimera, Hellhound)

Post by Batgirl III » 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.”
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Re: Warhammer 40,000 (Chimera, Hellhound)

Post by BriarThrone » Sat Jun 16, 2018 7:25 am

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.”
For those listening at home - a Warhound-class scout Titan usually has a princeps and two moderatii with their brains plugged into it, because one person's brain and the "machine spirit" - cogitors, plus the psychic residue of previous princeps - can't handle controlling the whole thing. There are also several Mechanicus crew to keep everything running. It has several options for weapons, including a triple-barreled dispenser of burning not-napalm, a rapid-fire missile launcher chambered in the same caliber as a medium tank's main gun, a molecular agitator designed to melt armor plating in seconds, comparable laser and plasma weapons, and occasionally, harpoons designed to immobilize even bigger Titans. They also have void shields, which do... something... to large amounts of incoming energy. It's not well understood, because the knowledge of how it works has been lost.

This beast is a support unit intended to scout and to defend much bigger Titans, who have more and bigger everything.

Knights are basically a similar idea, but scaled down so a single person can crew it, and it is STILL extremely scary on a battlefield that has infantry on it. And now there are Armigers, which are scaled down again, acting like scouts and support for a unit of Knights.

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Basilisk Self-Propelled Artillery

Post by Batgirl III » Sat Jun 16, 2018 9:59 pm

Image
Basilisk Self-Propelled Artillery
Warhammer 40,000 Equipment
Equipment Level 19-23 ( 95-115 PP )

Captain Albrecht, Mordian 8th Artillery Battalion wrote:There is no situation that cannot be solved with the liberal application of artillery.
Artillery Officers' Maxim wrote:Infantry win firefights.
Tanks win battles.
Artillery wins wars.
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 12 [ 4 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 6 [ 10 EP ]
Toughness: 10 [ 1 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 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 ]
Earthshaker Cannon Damage 12 (E: Area [60' Burst], Indirect [3], Ranged; F: Activation [Standard, -2]) [ 59 PP ]
AE: Hull-Mounted Heavy Bolter Damage 6 (E: Extended Range [1], Improved Critical [1], Multiattack, Ranged) [ 1 EP ]

VEHICLE OPTIONS
The Basilisk may replace its Hull-Mounted Heavy Bolter with the following:
AE: Hull-Mounted Heavy Flamer Damage 5 (E: Area [120' Cone], Secondary Effect [3 Ranks]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ +0 EP ]

VEHICLE UPGRADES
The Basilisk may be upgraded with any of the following:
Armored Crew Compartment Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ 5 EP ]
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 ]
Hunter-Killer Missile Damage 7 (E: Penetrating [5], Ranged; F: Inaccurate [2], Unreliable [single use; 2]) [ 5 EP ]
DAE: Pintle-Mounted Heavy Stubber Damage 5 (E: Extended Range [1], Ranged, Multiattack); Also add Dynamic to Hull-Mounted Weapon [ 3 EP ]
AE: Illumination Shells Environment 7 (Half-Mile, as sunlight; E: Independent [1], Indirect [3], Ranged; F: Activation [Standard, -2]) [ 1 EP ]
AE: Smoke Shells Concealment 4 (All Vision; E: Area [250' Cloud; 5], Attack, Indirect [3], Ranged; F: Activation [Standard, -2]) [ 1 EP ]

Background:
Showing just how multi-purpose the basic Chimera chassis is, the Basilisk is not a transport vehicle at all but is instead the premiere artillery unit of the Imperial Guard. Entire sectors have had their fates decided by the power and roar of the Basilisk’s mighty Earthshaker Cannon, and, true to its basic construction, it remains one of the more versatile artillery units available to Imperial Guard commanders.

Basilisk batteries are capable of flattening entire cities, decimating tank formations and cutting a swathe through massed ranks of advancing infantry. This ability stems from the Earthshaker Artillery Shell, a type of ordnance so potent and so powerful that it tends to literally shake its targets apart. Destroying the enemies of the God-Emperor is not the only thing a Basilisk can do, as its main gun can fire a variety of shells in order to support its fellow infantry. Illumination Shells can carpet battlefields in daylight, forcing Heretics and Xenos alike out of the darkness, and Smoke Shells can keep Imperial Guard infantry and tanks safe as they advance towards their targets. With abilities like these, the Basilisk becomes more than just another artillery piece — it becomes a vital part of the Imperial Guard war machine.

Image

Mini-Rant:
My favorite Imperial Guard fighting vehicle after the Leman Russ. Because, let's be honest boys, size does matter. Artillery has been called the "queen of the battlefield" by many of history's greatest generals and the Earthshaker Cannon lives up to that goal on the tabletop. Not only does it have the strength to slag vehicles, the armor penetration to send even Marines diving for cover, but it also has a mighty 240" Range. Yes, you read that right, two-hundred and forty inches... TWENTY FEET. For a game most commonly played on 6' x 4' tables. I can only dream of getting a chance to play a game with a table so large that we'd need to worry about it. A common gag amongst Imperial Guard players is to declare that their Basilisk batteries are targeting the next table over!
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Re: Warhammer 40,000 (Chimera, Hellhound)

Post by Batgirl III » Sat Jun 16, 2018 10:14 pm

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Earthshaker Platform
Warhammer 40,000 Equipment
Equipment Level 14-15 ( 70-72 PP )

History of the Kaiserschlect Campaign, M41.745 wrote:For seven terrible years the Siege regiments of the Imperial Guard carried out their onerous duty, manning the hundreds of miles of trenches and fortified positions that served to contain the arch-heretic’s forces. Success was measured in yards of ground gained, and every inch of that deadly ground was bought with the blood and lives of men.
VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 8 [ 0 EP ]
Speed: 0 [ 0 EP ]
Defense: 5 [ 6 EP ]
Toughness: 12 [ 3 EP]

VEHICLE POWERS
Earthshaker Cannon Damage 12 (E: Area [60' Burst], Indirect [3], Ranged; F: Activation [Standard, -2]) [ 59 PP ]

VEHICLE UPGRADES
The Earthshaker Platform may be upgraded with any of the following:
AE: Illumination Shells Environment 7 (Half-Mile, as sunlight; E: Independent [1], Indirect [3], Ranged; F: Activation [Standard, -2]) [ 1 EP ]
AE: Smoke Shells Concealment 4 (All Vision; E: Area [250' Cloud; 5], Attack, Indirect [3], Ranged; F: Activation [Standard, -2]) [ 1 EP ]

Background:
Each Earthshaker Platform mounts the same Earthshaker Cannon on a standard cruciform platform as found on the Basilisk. They are one of the most common weapons used in artillery companies, especially during prolonged static campaigns where they can stay in the same position for weeks battering the enemy. Normally dug-in far to the rear, on occasion an Earthshaker will be brought forward for direct fire in support of friendly forces. Each one is crewed by a team of five Guardsmen in order to keep up a good rate of fire; in a pinch a minimum crew of four can suffice, although this is less than ideal.
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