BattleTech - The Board Game of Armored Combat
BattleTech Player Boards => Fan Designs and Rules => Topic started by: Cryhavok101 on 24 October 2016, 17:51:45
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I am putting this here rather than in one of the sub-forums, because I will be posting vehicles, battle armor, and other types of units all in this thread. As some of you may have noticed I enjoy converting material from other scifi universes into battletech units. This thread is going to be where I post all of my Warhammer 40k conversions. I will also be reporting some of the 40k conversions I have already done in this thread, just to consolidate things.
I treat these conversions more as an intuitive freeform process more than a mechanical methodology. As such some might find some of my decisions in the conversions questionable. Sometimes I will draw from specifications, sometimes lore, sometimes from in-game performance to decide how each unit should come together, and I keep messing with it until I am satisfied with how it looks. However, that means that sometimes, some things that represent something on one unit, won't be the same item on another.
While I started this thread as a place to consolidate all my Warhammer 40k conversions, I welcome anyone who wants to post their own versions of them. Also, if you think I should have done something different with a conversion, please, post your own version here.
I will consider requests to work on any unit I have not already done, however I don't promise anything.
Edit: Contents:
Tau:
Crisis Suit (http://bg.battletech.com/forums/index.php?topic=55164.msg1269575#msg1269575)
Stealth Suit (http://bg.battletech.com/forums/index.php?topic=55164.msg1269576#msg1269576)
Boadside Suit (http://bg.battletech.com/forums/index.php?topic=55164.msg1269577#msg1269577)
Gun Drone (http://bg.battletech.com/forums/index.php?topic=55164.msg1269584#msg1269584)
Piranha (http://bg.battletech.com/forums/index.php?topic=55164.msg1272317#msg1272317)
Sky Ray Missile Defense Gunship (http://bg.battletech.com/forums/index.php?topic=55164.msg1270495#msg1270495)
Hammerhead (http://bg.battletech.com/forums/index.php?topic=55164.msg1270826#msg1270826) // Hammerhead Gunship-Alternate (http://bg.battletech.com/forums/index.php?topic=55164.msg1271756#msg1271756)
Remora Drone Fighter (http://bg.battletech.com/forums/index.php?topic=55164.msg1271991#msg1271991)
Fighter Craft (Barracuda, Razorshark, Sunshark) (http://bg.battletech.com/forums/index.php?topic=55164.msg1276431#msg1276431)
XV-104 Riptide (http://bg.battletech.com/forums/index.php?topic=55164.msg1300141#msg1300141)
XV-95 Ghostkeel (http://bg.battletech.com/forums/index.php?topic=55164.msg1319920#msg1319920)
KV-128 Stormsurge (http://bg.battletech.com/forums/index.php?topic=55164.msg1319930#msg1319930)
KX-139 Ta'unar (http://bg.battletech.com/forums/index.php?topic=55164.msg1319936#msg1319936)
Devilfish Transport (http://bg.battletech.com/forums/index.php?topic=55164.msg1310981#msg1310981)
Manta (http://bg.battletech.com/forums/index.php?topic=55164.msg1310999#msg1310999)
Kroot:
Kroot Mercenaries (http://bg.battletech.com/forums/index.php?topic=55164.msg1309964#msg1309964)
Eldar
Light Aspect Warrior Armor (Dire Avenger, Fire Dragon, Howling Banshee, Swooping Hawk) (http://bg.battletech.com/forums/index.php?topic=55164.msg1274586#msg1274586)
Heavy Aspect Warrior Armors (Dark Reaper, Striking Scorpions, Warp Spiders, and Bonus: Wraithguard) (http://bg.battletech.com/forums/index.php?topic=55164.msg1274854#msg1274854)
Militia Infantry (Guardians, Rangers, Guardian Jetbikes, Support Weapon Teams) (http://bg.battletech.com/forums/index.php?topic=55164.msg1280726#msg1280726)
Tanks (Wave Serpent, Falcon, Viper, Fire Prism) (http://bg.battletech.com/forums/index.php?topic=55164.msg1276608#msg1276608)
Wraithlord (http://bg.battletech.com/forums/index.php?topic=55164.msg1320738#msg1320738)
Wraithknight (http://bg.battletech.com/forums/index.php?topic=55164.msg1320997#msg1320997)
Imperial Guard
Baneblade (http://bg.battletech.com/forums/index.php?topic=55164.msg1276451#msg1276451)
Leman Russ and Variants (http://bg.battletech.com/forums/index.php?topic=55164.msg1282389#msg1282389)
Valkyrie and Variants (http://bg.battletech.com/forums/index.php?topic=55164.msg1283739#msg1283739)
Light Tanks (Chimera, Basilisk, Hellhound, Hydra, Manticore, Griffon) (http://bg.battletech.com/forums/index.php?topic=55164.msg1276482#msg1276482)
Infantry Formations(Standard Squad, Various Heavy Weapons Teams, Rough Riders, Storm Troopers) (http://bg.battletech.com/forums/index.php?topic=55164.msg1280603#msg1280603) // alternate Fire Support Squad (http://bg.battletech.com/forums/index.php?topic=55164.msg1280722#msg1280722)
Space Marines
Power Armor (http://bg.battletech.com/forums/index.php?topic=55164.msg1269590#msg1269590)
Assault Armor (http://bg.battletech.com/forums/index.php?topic=55164.msg1269596#msg1269596)
Devastator Armor (http://bg.battletech.com/forums/index.php?topic=55164.msg1269602#msg1269602)
Terminator Armor (http://bg.battletech.com/forums/index.php?topic=55164.msg1269610#msg1269610)
Assault Terminator Armor (http://bg.battletech.com/forums/index.php?topic=55164.msg1269615#msg1269615)
Land Raider (http://bg.battletech.com/forums/index.php?topic=55164.msg1269623#msg1269623) // Land Raider Variants (http://bg.battletech.com/forums/index.php?topic=55164.msg1279100#msg1279100)
Space Marine Bike (http://bg.battletech.com/forums/index.php?topic=55164.msg1269895#msg1269895)
Dreadnought (http://bg.battletech.com/forums/index.php?topic=55164.msg1270069#msg1270069)
Thunderhawk Gunship and Transporter (http://bg.battletech.com/forums/index.php?topic=55164.msg1271954#msg1271954)
Land Speeder and Variants (http://bg.battletech.com/forums/index.php?topic=55164.msg1273088#msg1273088)
Light Vehicles (Rhino, Razorback, Predator Annihilator & Destructor, Vindicator, Whirlwind) (http://bg.battletech.com/forums/index.php?topic=55164.msg1275391#msg1275391)
Scout Squad (http://bg.battletech.com/forums/index.php?topic=55164.msg1285258#msg1285258)
Adeptus Sororitas
Power Armor (http://bg.battletech.com/forums/index.php?topic=55164.msg1271167#msg1271167)
Seraphim Armor (http://bg.battletech.com/forums/index.php?topic=55164.msg1271307#msg1271307)
Penitent Engine (http://bg.battletech.com/forums/index.php?topic=55164.msg1271595#msg1271595)
Living Saint Armor (http://bg.battletech.com/forums/index.php?topic=55164.msg1272166#msg1272166)
Vehicles (Immolator, Exorcist) (http://bg.battletech.com/forums/index.php?topic=55164.msg1285180#msg1285180)
Arco-Flagellants (http://bg.battletech.com/forums/index.php?topic=55164.msg1320434#msg1320434)
Orks
Looted Leman Russ (bottom of the post) (http://bg.battletech.com/forums/index.php?action=post;msg=1282389;topic=55164.90)
Squiggoths (http://bg.battletech.com/forums/index.php?topic=55164.msg1282741#msg1282741)
Ork Walkers (Killa' Kan, Dreadnought, Stompa', Big Stopma') (http://bg.battletech.com/forums/index.php?topic=55164.msg1284070#msg1284070)
Ork Fighta-Bommer (http://bg.battletech.com/forums/index.php?topic=55164.msg1315257#msg1315257)
Tyranid
Tyranid Tyrant Guard (http://bg.battletech.com/forums/index.php?topic=55164.msg1322125#msg1322125)
Hive Tyrant Omni and LAM (http://bg.battletech.com/forums/index.php?topic=55164.msg1332705#msg1332705)
Termagaunts, Hormagaunts, and Gargoyles (http://bg.battletech.com/forums/index.php?topic=55164.msg1332784#msg1332784)
Genestealer Brood (http://bg.battletech.com/forums/index.php?topic=55164.msg1332789#msg1332789)
Lictor (http://bg.battletech.com/forums/index.php?topic=55164.msg1332814#msg1332814)
Necrons
Necron Warrior (http://bg.battletech.com/forums/index.php?topic=55164.msg1335049#msg1335049)
Necron Immortal (http://bg.battletech.com/forums/index.php?topic=55164.msg1335054#msg1335054)
Necron Lychguard (http://bg.battletech.com/forums/index.php?topic=55164.msg1335058#msg1335058)
Necron Tomb Blade (http://bg.battletech.com/forums/index.php?topic=55164.msg1335061#msg1335061)
Titans
Imperial Emperor (http://bg.battletech.com/forums/index.php?topic=55164.msg1270283#msg1270283)
Imperial Imperator (http://bg.battletech.com/forums/index.php?topic=55164.msg1270808#msg1270808)
Imperial Warhound Scout Titan (http://bg.battletech.com/forums/index.php?topic=55164.msg1287612#msg1287612)
Eldar Revenant (http://bg.battletech.com/forums/index.php?topic=55164.msg1320996#msg1320996)
Imperial Knights
Imperial Knight-Errant class (http://bg.battletech.com/forums/index.php?topic=55164.msg1319580#msg1319580)
Imperial Knight-Paladin class (http://bg.battletech.com/forums/index.php?topic=55164.msg1319781#msg1319781)
Imperial Knight-Warden class (http://bg.battletech.com/forums/index.php?topic=55164.msg1320191#msg1320191)
Imperial Knight-Gallant class (http://bg.battletech.com/forums/index.php?topic=55164.msg1320192#msg1320192)
Imperial Knight-Crusader class (http://bg.battletech.com/forums/index.php?topic=55164.msg1320193#msg1320193)
Affiliation
Imperium, Space Marine Sub (http://bg.battletech.com/forums/index.php?topic=55164.msg1270846#msg1270846)
Space Ships
New Thread (http://bg.battletech.com/forums/index.php?topic=56647.0)
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Tau Crisis Suit
Tau Crisis Suit
Clan Assault Chassis
Movement: 1/1/3
Internal: 6
Armor: 48
Internal Armor
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Trooper 1 1 8
Trooper 2 1 8
Trooper 3 1 8
Trooper 4 1 8
Trooper 5 1 8
Trooper 6 1 8
Equipment Loc
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Jump Booster Body
Modular Weapon Mount Body
Modular Weapon Mount Left Arm
Modular Weapon Mount Right Arm
Squad Support Light TAG Body
Improved Sensors Body
386 Pod Space Modular
Common Weapons include:
Plasma Rifles at 300 kg each (Plasma Rifle)
Advanced SRM 1s at 60 kg and an additional 10kg per missile (Missile Pod)
Firedrake Support Needlers at 50 kg each (Burst Cannon)
Flamer (BA) at 150 kg each (Flamer)
Support PPCs at 240 kg each (Fusion Blaster)
Any Excess weight is used for ammo for the various weapons.
(https://1d4chan.org/images/thumb/2/27/9cc4.jpg/350px-9cc4.jpg)
Crisis Assault Armor
The premier battlesuit of the elite warriors of the Tau Third Sphere Expansion forces, the Crisis Assault Armor is a deadly combatant. With three modular weapon mounts and 386kg of space, it can be configured for a variety of roles. Despite being a 2 ton assault frame, it is surprisingly agile, outpacing nearly anything it's size thanks to it's jump booster letting it jump a whooping 90 meters, the gold standard of battle armor mobility with clan and inner sphere armors.
The base chassis comes standard with 8 points of armor, enough to survive a large laser blast the same as inner sphere standard, along with improved sensors and a squad support light tag, letting it operate in a search and destroy role quite effectively.
There is no real primary configuration, with a plethora of variations seen regularly in use. Instead it has a standard list of weapons that The Tau Empire makes available to it's warriors for these suits. With 386kg and 3 modular mounts, there is a lot of room for variation, especially if enterprising inner sphere mercenaries got their hands on these.
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Tau Stealth Armor
Tau Stealth Suit
Clan Medium Chassis
Movement: 1/1/3
Internal: 6
Armor: 48
Internal Armor
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Trooper 1 1 8
Trooper 2 1 8
Trooper 3 1 8
Trooper 4 1 8
Trooper 5 1 8
Trooper 6 1 8
Equipment Loc
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Improved Sensors Body
Basic Stealth Arms
Camo System Body
Improved Sensors Body
Battleclaw Right Arm
Machine Gun Left Arm
(http://vignette3.wikia.nocookie.net/warhammer40k/images/3/3f/XV25_3.jpg/revision/latest?cb=20121129055544)
The Lone wolfs of the Third Sphere Expansion forces, stealth suits were designed to disrupt enemy supply lines and operate behind enemy lines. It is less modular than the Iconic Crisis suit, but that is appropriate for a specialist system like this.
With the same level of protection as a Crisis suit, 8 points, the basic stealth armor of this medium battle armor, combined with the camo system make this suit very difficult to target at the best of times, and even harder to kill. Those are what allows it to operate behind enemy lines so well.
With it's 90 meter jump range, it can move quickly and unhindered by most terrain. It's improved sensors help ensure it is never surprised and can get away from any traps the enemy might lay unscathed (and jumping 3 gives basically the same to-hit penalty to the enemy as standing still with this setup).
Unfortunately, it's only armament is a fixed standard machine gun on the right arm, which, while very effective against infantry, is not spectacular against anything else. Still, for it's mission of disrupting the enemy's rear lines, it is particularly effective, and many an enemy has been forced to retreat only to find nothing left to retreat to.
They have a secondary role as scouts, and are effective in that role as well, however despite their stealth abilities and relatively decent armor, they are not very good in a stand up fight, and endeavor to avoid such situations.
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Tau Broadside Battlesuit
Tau Broadside Suit
Clan Assault Chassis
Movement: 2
Internal: 6
Armor: 60
Internal Armor
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Trooper 1 1 10
Trooper 2 1 10
Trooper 3 1 10
Trooper 4 1 10
Trooper 5 1 10
Trooper 6 1 10
Equipment Loc
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Improved Sensors Body
Detachable Weapon Pack Body
Detachable Weapon Pack Body
Detachable Weapon Pack Right Arm
Detachable Weapon Pack Left Arm
Modular Weapon Mount Body
Modular Weapon Mount Body
Modular Weapon Mount Right Arm
Modular Weapon Mount Left Arm
Spotlight Body
Basic Manipulators Right Arm
Basic Manipulators Left Arm
790 KG of Pod Space
Prime
2 Plasma Rifles
2 AP Gauss Rifles
A
2 Advanced SRM 3s w/6 shots each
2 AP Gauss Rifles
B
2 Plasma Rifles
2 LRM 3 w/3 shots each
C
2 Advanced SRM 3s w/6 shots each
2 LRM 3 w/3 shots each
(https://s-media-cache-ak0.pinimg.com/564x/65/8e/ca/658eca6af78751a677e18c39c668238e.jpg)
The Tau Third Sphere Expansion force's premier fire support battle armor is a dangerous foe to anyone. It's primary weakness being it's slow speed, often only getting up to 10 kph on the ground due to the weight and bulk of the weapons it carries (and the detachable weapon packs), however it can jetison it's weapons to reach 20 kph in an emergency.
It has heavier armor than it's sister armor the crisis suit, at 10 points even er large lasers and PPCs won't take it out immediately. Like all tau battlesuits, this one comes equipped with improved sensors, and builds on that by adding a mounted searchlight as well.
This may all seem underwhelming on an assault armor, until you review it's weapons. It has four modular weapon mounts, with configurations linking them in pairs, the shoulder pair and the arm pair. Each pair has two options a warrior can choose from. The shoulders can mount either a pair of plasma rifles in detachable weapon packs, or it can mount 2 advanced SRM 3s with 6 shots each, also in detachable weapon packs. Meanwhile the arm pair can be equipped with either a pair of devastating AP Gauss weapons, or 2 LRM 3s with 3 salvos each, typically armed with semi guided ammunition.
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Tau Gun Drone
Type: "Enforcer" Drone
Chassis Type: VTOL (small)
Mass: 750 Kg
Equipment Rating: E/X-X-F/E
Equipment
Chassis/Control(Tech Level E): 154 kg (Armored, Omni)
Engine/Trans(Tech Level E): Electric (Fuel Cell) 17 kg
Cruise MP: 3
Flank MP: 5
Fuel: 2000 kilometers, 5 kg
Armor (BAR 10): 6 points Ferro Lamellor (498 kg)
Rotor-2
Everywhere Else-1
Advanced Fire Control 2 kg
Weapons and Ammo: 54 kg Pod Space, 4 slots
Nose-2 Mauser 1200 LSS (22 kg) w/ 12 clips (4 kg) TM pg 350 OR aToW pg 267
Nose-2 Grenade Launcher (10 kg), 4 Clips of ammo (40 grenades) (18kg) TM pg 351 OR aToW pg 273
Crew: 0
Cargo: 0
Notes: equipped with Smart Robotic Control System
(http://vignette1.wikia.nocookie.net/warhammer40k/images/1/15/Dronesquadronattack.jpg/revision/latest?cb=20130623112136)
I didn't originally post this as the Tau Gun Drone, but I designed it shortly after the Crisis, Stealth, and Broadside suits, and very much had the Tau Gun drone in mind as I put it together. I think it's performance is actually higher than the original gun drone's though, due to the variety and usefulness of grenades in battletech.
Designed to to accompany battle armored troops into battle, the Enforcer drone is a tiny, slow moving VTOL, with an armored shell that renders it all but immune to small arms fire thanks to it's BAR 10 and the properties of Ferro-Lamellor armor. It's low speed was chosen to match battle armor speeds, since it was intended to accompany those squads, I felt saving the weight would be more useful than a faster engine; and though speed could improve the design, I feel satisfied with it's low speed.
It's designed as an omni so it's weapons can be configured differently. The Mauser 1200 LSS was chosen because I was imagining this strafing infantry, and partly because I needed to use up weight. The Grenades Launchers, and the compact grenade launchers on the Mauser 1200 LSS, are there both as an AoE weapon and as a utility, for smoke munitions (or anything else you can load into them). If I had had more space I would have also put a Searchlight on it as well, but the ferro-lamellor armor used enough space that I couldn't... it is worth it though.
Designed with a combination of "battle armor sized drone" and "make a nasty fight for some A Time of War players" in mind, in my experience it functions wonderfully for it's purpose.
I have never gotten around to calculating it's c-bill cost, or it's battle value, but in a mech fight, I am not so sure it is worth much at all, so /shrug. Approximately 4 mech scale damage, at infantry ranges, and being destroyed by 3-4 or more damage, at slow speeds. Still, I am fairly certain if you matched weight with a swarm of these versus a mech, it would probably be painful for the mech, but most AoE will eat them alive.
The part of the design that amuses me the most: the Mauser 1200 has vibroblades, so this silly thing can even just stab you.
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Space Marine Power Armor
Space Marine Power Armor
Clan Chassis
Movement: 3/3
Internal: 5
Armor: 40
Internal Armor
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Trooper 1 1 8
Trooper 2 1 8
Trooper 3 1 8
Trooper 4 1 8
Trooper 5 1 8
Equipment Loc
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Armored Glove Left arm
Armored Glove Right arm
Power Pack Body
Extended Life Support Body
Improved Sensors Body
Mission Equipment (175 kg) Body
Squad Support Weapon (1000 KG)
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcS6_WeaDXjKdgO-vtUY1xcz9NP1pMTmNxrMoVetwgbq3CxtJklR)
The Space Marine Power Armor, of the elite warrior commands of the Imperium, is an ancient design, dating back longer than the Imperium has records (they are really bad at records). Primarily a strength Enhancing Armored Suit, it provides a number of support systems, including environmental protections, and sensors, along with the capacity to carry a wide array of kit, allowing the Warrior equipped with the suit to carry whatever they need to for any situation.
Mission Equipment includes many things, ranging from thrown grenades, anti-mech det-packs, remote sensor devices, medical devices, or any other esoteric equipment the soldier might need. It also includes multiple anti-personnel weapons to suit the Warrior.
The Squad Support Weapon is anything from a Heavy Medium Laser on down.
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Nice designs
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Space Marine 'Assault' Armor (note 'Assault' is a name, not a classification, in this case)
Space Marine Assault BattleArmor
Clan Medium Chassis
BV: 196
Cost: 3,905,000 C-bills
Movement: 1/3
Internal: 5
Armor: 40
Internal Armor
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Trooper 1 1 8
Trooper 2 1 8
Trooper 3 1 8
Trooper 4 1 8
Trooper 5 1 8
Weapon Loc Heat
----------------------------------------
Swarm Mek Point 0
Attack Swarmed Mek Point 0
Stop Swarm Attack Point 0
Leg Attack Point 0
Equipment Loc
----------------------------------
Power Pack Body
Extended Life Support Body
Improved Sensors Body
Heavy Battle Vibro Claw Left arm
Heavy Battle Vibro Claw Right arm
Cutting Torch Left arm
Space Operations Adaptation Body
Anti Personnel Weapon Mount Right arm
Mission Equipment (75 kg) Body
(http://vignette4.wikia.nocookie.net/warhammer40k/images/a/a4/RavenGuardAssaultMarine.jpg/revision/latest?cb=20120916173322)
Adapted from the Space Marine Power Armor, by the Imperium, this suit specializes in close attack, anti-mech attacks, and boarding actions. It is a very dangerous suit for anyone not in power armor of their own. Like the Power Armor, the Assault Armor comes with space to stow equipment needed for the mission, allowing for a great diversity in capabilities.
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Space Marine Devastator
Space Marine Devastator
Clan Medium Chassis
Movement: 2
Internal: 5
Armor: 40
Internal Armor
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Trooper 1 1 8
Trooper 2 1 8
Trooper 3 1 8
Trooper 4 1 8
Trooper 5 1 8
Weapon Loc Heat
----------------------------------------
Swarm Mek Point 0
Attack Swarmed Mek Point 0
Stop Swarm Attack Point 0
Leg Attack Point 0
Equipment Loc
----------------------------------
Power Pack Body
Extended Life Support Body
Improved Sensors Body
Armored Glove Left arm
Armored Glove Right arm
Mission Equipment (55 kg) Body
Detachable Weapon Pack Left arm
Modular Weapon Adaptor Left arm
*May carry any single Battle Armor weapon whose weight including ammunition is 400 kg or less.
(https://1d4chan.org/images/thumb/f/ff/Death_watch_devastator.png/400px-Death_watch_devastator.png)
Like the Assault Armor, the Devastator Armor is an adaptation of the Imperium's Power Armor. Instead of having one massive squad support weapon, the Devastator Armor carries a single heavy weapon per suit, in a modular, detachable mount. This allows up to 400 KG of weapon and ammo to be carried on each suit. In addition it carries on the tradition of having space for mission equipment, allowing even these heavy weapon squads to be able to meet the variable demands any mission might have.
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Space Marine 'Terminator' Tactical Dreadnought Armor
Space Marine Terminator
Clan Assault Chassis
Movement: 2/2/1
Internal: 5
Armor: 75
Internal Armor
--------------------------------------
Trooper 1 1 15
Trooper 2 1 15
Trooper 3 1 15
Trooper 4 1 15
Trooper 5 1 15
Equipment Loc
----------------------------------
Heavy Battle Vibro Claw Left arm
Basic Manipulator Right arm
Detachable Weapon Pack Right arm
Modular Weapon Mount Right arm
Improved Sensors Body
BA Myomer Booster Body
Prime
BA LB-X AC
A
Heavy Flamer with a lot of ammo
B
LRM 5 with 9 Salvos
(http://images6.fanpop.com/image/photos/37200000/Iron-Hands-Terminator-warhammer-40k-37214230-350-500.jpg)
Much Heavier than the Imperium's other designs, the Tactical Dreadnought Armor, commonly referred to as 'Terminator Armor' is the heaviest infantry suit available to the Imperium. The Heavy Vibro Battleclaw, ensures infantry keep their distance, and massed fire from infantry will have little effect on the suit before numerous squads are wiped out due to it's armor. The suit carries a single ranged weapon, most often a BA LB-X AC, a dangerous weapon to nearly anything, ensures that no matter the enemy, the Terminator suits are a serious threat.
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Space Marine Assault Terminator Armor
Space Marine Assault Terminator Armor
Clan Assault Chassis
BV: 332
Cost: 10,767,500 C-bills
Movement: 3/3/1
Internal: 5
Armor: 75
Internal Armor
--------------------------------------
Trooper 1 1 15
Trooper 2 1 15
Trooper 3 1 15
Trooper 4 1 15
Trooper 5 1 15
Weapon Loc Heat
----------------------------------------
Swarm Mek Point 0
Attack Swarmed Mek Point 0
Stop Swarm Attack Point 0
Leg Attack Point 0
Equipment Loc
----------------------------------
Heavy Battle Vibro Claw Left arm
Heavy Battle Vibro Claw Right arm
BA Myomer Booster Body
BA Myomer Booster Body
BA Myomer Booster Body
Improved Sensors Body
Space Operations Adaptation Body
(http://vignette2.wikia.nocookie.net/warhammer40k/images/3/3d/HoD_Termis.jpg/revision/latest/scale-to-width-down/310?cb=20100820064340)
The Imperium only made one variation of the Terminator Armor. Dubbed the "Assault Terminator" by it's designers, it was terrifying for the conventional infantry forces it faced, being practically invulnerable. It's primary, and only, mode of attack is to run up to an enemy and destroy them in the most violent and bloody way imaginable. More a weapon of fear than anything else.
The inner sphere has little to fear from this unit, for the most part... unless you are infantry, or a spaceship's crew. Being set up for pure melee combat on an assault class armor means it can't do leg or swarm attacks, and it's lack of jump capability hinders it's ability to close with an enemy. It is little threat to a battlemech, and really requires transport to get around anywhere.
Despite not having jump jets, it is rather agile for an assault battle armor, being able to run at over 30 kph.
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Space Marine Landraider
Space Marine Landraider
100 tons
Movement: 3/5 (Tracked)
Engine: 300 XXL
Internal: 40
Armor: 280 (Ferro-Lamellor)
Internal Armor
--------------------------------------
Front 10 84
Right 10 70
Left 10 70
Rear 10 56
Weapon Loc Heat
----------------------------------------
Large Chem Laser (ST) (Clan) RS 6
Large Chem Laser (ST) (Clan) RS 6
Large Chem Laser (ST) (Clan) LS 6
Large Chem Laser (ST) (Clan) LS 6
Rotary AC/2 FR 1
Vehicular Grenade Launcher FR 1
Vehicular Grenade Launcher RS 1
Vehicular Grenade Launcher LS 1
Vehicular Grenade Launcher RR 1
Ammo Loc Shots
----------------------------------------
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Rotary AC/2 Ammo BD 45
Rotary AC/2 Ammo BD 45
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
SRCS Robotics BD
Carrying Capacity:
Troops - 10.0 tons
(https://1d4chan.org/images/thumb/8/84/LandRaider.jpg/500px-LandRaider.jpg)
The ancient Landraiders of the Imperium's Space Marines are massive tanks built to weather huge punishment while still fighting. Able to carry either 10 medium battle armor, or 5 Assault Suits, it protects it's cargo until it delivers them to any target. It even has a back-up AI that, in an emergency can take control of the vehicle and continue fighting.
While it's slow speed and medium range weapons will leave it at a disadvantage compared to the Inner Sphere's tanks, regardless of it's firepower, it's armor ensures that no one can ignore it. Over 20 tons of Ferro-Aluminum protect the landraider, not only from damage, but also from excessive critical damage.
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I really like these :) Excellent conversions :)
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Nice designs
I really like these :) Excellent conversions :)
Thanks, both of you. As someone who is avidly following (or catching up on) material from both of you, your praise actually means something to me :)
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They are well done I may even use one or two of them if you don't mind?
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Absolutely, feel free. O0
Anything I post is for other people to use. If I wanted to keep it to myself, it would never go online lol.
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The one "biggest" obstacle is converting the warships of black water to AT2....they're fricking MASSIVE!
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The one "biggest" obstacle is converting the warships of black water to AT2....they're fricking MASSIVE!
Actually, I mostly ignore their original size and go with their equivalent positions in battletech. For me, the biggest problem will actually be deciding whether or not I am going to pretend tossing a bunch of armor on the prow is even remotely close to the armored ramming prows of the Imperium's warships.
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Actually, I mostly ignore their original size and go with their equivalent positions in battletech. For me, the biggest problem will actually be deciding whether or not I am going to pretend tossing a bunch of armor on the prow is even remotely close to the armored ramming prows of the Imperium's warships.
and higher SI.
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Lots of armour, high SI, but low thrust, think Aegis for most of their cruisers IE 2/3. Weapons, triple NAC-20's for the macro-cannons, and quad NPPC's for the lances. for the long ranged plasma weapons on chaos ships go for big clusters of lasers.
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Lots of armour, high SI, but low thrust, think Aegis for most of their cruisers IE 2/3. Weapons, triple NAC-20's for the macro-cannons, and quad NPPC's for the lances. for the long ranged plasma weapons on chaos ships go for big clusters of lasers.
Well you can still use NL for the lance. That free up NPPC for Chaos "plasma" macro.
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I was actually planning on using the Hull stats from FFG's Rogue Trader game for the most part, which should allow me to give more variable speeds and armors than the BFG tabletop would.
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Space Marine Bike
Space Marine Bike
Small Support Vehicle
Bicycle, Off-road, Amphibious, Armored, Tractor
2 tons
Movement: 7/11 (Wheeled)
Internal: 1
Armor: 4 (Class F BAR 10)
Internal Armor
--------------------------------------
Front 1 1
Right 1 1
Left 1 1
Rear 1 1
Weapon Loc Heat
----------------------------------------
Plasma Rifle (Man Portable) FR -
Ammo Loc Shots
----------------------------------------
Plasma Rifle (Man Portable) BD 30
Equipment Loc
----------------------------------
1 Battle Armor (external) BD
1 Pintle Seat (driver) BD
Cargo (6 kg) BD
Advanced Fire Control BD
The Battle Armor passenger is actually the driver.
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTV6kucyEJHv38pgoE-kjmQP1CzACJGF9ZRGFWw1xnGy9TeeIBB6Q)
Note: Quasi-legal. The Pintle seat is the driver's position, and it is external. The battle armor passenger is also external. My story is that the battle armor is the driver. Technically this is not true according to the rules it would require a driver and the passenger. I simply used the weight for the external seat, and the battle armor passenger to represent the external seat and drivers controls reinforced to be operated by a battle armored pilot.
With the slow speed of the Imperium's elite warriors, the Imperium also deploys these small support vehicles as fast attack transports. Each Power Armored warrior drives one of these bikes into battle.
Capable of operating at over 110 kph, but carrying only minimal armor, it performs it's job well. Sometimes even allowing a warrior to take additional incoming fire, by being sacrificed and taking the hit.
A fore mounted infantry plasma rifle with an advanced targeting computer controlled by the pilot also augments the warrior's own damage.
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Well there is Battlefleet Gothic Armada PC game. Adapted for real time gameplay they have a bit more detailed stats.
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I was planning on using some information from that, but since they break from lore and Orginal stats for real-time PvP balance, I wasn't planning on letting them be a primary source. Mostly just going to use them to fill in gaps where I see fit.
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I was planning on using some information from that, but since they break from lore and Orginal stats for real-time PvP balance, I wasn't planning on letting them be a primary source. Mostly just going to use them to fill in gaps where I see fit.
What lore did they break away from? THe original stats is tabletop and you know that doesn't work very well for real time. See MWO that did the same thing BFG:A have.
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If you go on their forums, there is a major Mod project that not only discusses it, but is working on changing it. It isn't really a discussion I am very interested in. Arguing about what is and isn't the 'right' way to do something for a universe that gets regularly retconed and has conflicting information on almost every area, is frankly, mentally wearying and painful.
People can go on and on about what is and isn't right for it endlessly, so for arguments sake, just assume my reasons for using one over the other amount to "because I want to".
My own headcanon for all the discrepancies in warhammer 40k's information, as far as vehicles and equipment in general, is that one sector over, they make the same thing, by slightly different methods, and as a result there are differences in performance. This is the reason I highly recommend that anyone interested in this stuff should, rather than argue that someone did it wrong, or used the wrong criteria, should post their own version. In this case both versions would be correct versions, just from different era's, built in different places, or different people. The Imperium of man at large, and the administratum in general, are not known for consistency, nor for actually having any idea what other areas are doing, so it all works out.
THe original stats is tabletop and you know that doesn't work very well for real time. See MWO that did the same thing BFG:A have.
I am not making stats for a real-time game, but a turn based game. I don't actually play MWO and have no interest in doing so. I am not going to be basing anything I do off of either of them.
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Space Marine Dreadnought
Space Marine Dreadnought
Type: ProtoMech
Mass: 10 tons
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 25 points 1000 kg
Engine: Fusion Engine 50 1500 kg
Walking MP: 3
Running MP: 5
Cockpit: Standard 750 kg
Armor: Standard Armor AV - 51 2550 kg
Internal Armor
Structure Factor
Head 3 7
Torso 10 20
L/R Arm 3/3 6/6
Legs 6 12
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Protomech Melee Weapon RA - +2 500 kg
AP Gauss Rifle LA 0 3 500 kg
Vehicular Flamer RA 0 3 500 kg
AP Gauss Ammo (40) Torso - - 1000 kg
Vehicular Flamer Ammo (34) Torso - - 1700 kg
(http://vignette1.wikia.nocookie.net/warhammer40k/images/4/41/MarkVUltramarinesDreadnought.jpg/revision/latest/scale-to-width-down/250?cb=20131006125145)
When one of the Imperium's hero's fall, they are rebuilt using huge amounts of cybernetics replacing any damaged organs, and additionally equipped with a protomech interface system, and 'interred' in a Dreadnought. This allows these heroes to continue the fight, even after they should have died.
As most of the Imperium's foes use massive amounts of infantry, much of their arsenal excels at said killing infantry. The Dreadnought is no different in this regard. Equipped with not only an AP gauss, but also a vehicular flamer, conventional infantry do not last long against this protomech. In addition to those, it also bears a protomech melee weapon into battle, making it hit vehicles and mechs harder than most other protomechs would.
There are numerous variant, replacing nearly every weapon, and some even being rebuilt heavier, but this is the most common one encountered.
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Today's entry is my most ridiculous design since I started designing units for battletech in the 90s. Like the bike, this unit is in a grey area, only quasi legal. This is because it uses the external cargo rules to carry half the unit on it's back, and the way I am intending it, that externally carried portion is still active, fighting from the shoulders of the base unit. Why I did this might make more sense when you see the picture of this monstrosity, so without further ado, I present:
(https://1d4chan.org/images/thumb/2/25/Dies_Irae.jpg/330px-Dies_Irae.jpg)
The Emperor Class Titan
Emperor Class Titan
200 tons
BV: 4,674
Cost: 81,061,000 C-bills
Movement: 2/2
Engine: 400 XL
Heat Sinks: 16 [32]
Cockpit: Superheavy Cockpit
Gyro: Superheavy Gyro
Internal: 298 (Endo-Steel)
Armor: 600/600 (Hardened)
Internal Armor
--------------------------------------
Center Torso 60 90
Center Torso (rear) 30
Right Torso 42 60
Right Torso (rear) 24
Left Torso 42 60
Left Torso (rear) 24
Right Arm 33 66
Left Arm 33 66
Right Leg 42 84
Left Leg 42 84
Weapon Loc Heat
---------------------------------------------
'Mech Mortar 8 RA 10
HAG/40 (Clan) RA 8
Arrow IV (Clan) LA 10
RISC Advanced PDS RT 2
RISC Advanced PDS LT 2
Light TAG (Clan) CT 0
Ammo Loc Shots
---------------------------------------------
Airburst Mortar 8 Ammo None 4
Airburst Mortar 8 Ammo None 4
Airburst Mortar 8 Ammo None 4
Airburst Mortar 8 Ammo None 4
Fuel Air Arrow IV Ammo None 5
Fuel Air Arrow IV Ammo None 5
HAG/40 Ammo None 3
HAG/40 Ammo None 3
HAG/40 Ammo None 3
HAG/40 Ammo None 3
APDS Ammo None 12
APDS Ammo None 12
Equipment Loc
---------------------------------------
Lift Hoist LT
Lift Hoist RT
Blue Shield Particle Field Damper All
This is the base unit, a 200 ton monstrosity, with the capacity to carry unprotected, 200 more tons. The warhammer 40k version has multiple 'void shields' and with battletech lacking energy shields, I decided to use a combination of Anti-missile, Hardened Armor, and Blue Shield Particle Field Dampener to simulate them. For the Anti-missile capacity, I choose to use the RISC APDS because this 'unit' is technically 2 separate units, and that way the APDS can protect both from incoming attacks.
Sitting squarely on the base unit's shoulders is the Hardened Gun Emplacement:
Hardened Gunemplacement Structure
1 Hex
CF: 150
Armor: 150
Generator: 3.5 tons
Turret: 5 tons
Heat Sinks: Double 48(96)
Weapon Loc Heat
---------------------------------------------
4 RISC Hyper Lasers TR 24
1 Arrow IV TR 10
Ammo Loc Shots
---------------------------------------------
Nuclear Type Ib Arrow IV None 5
Nuclear Type Ib Arrow IV None 5
Nuclear Type Ib Arrow IV None 5
Nuclear Type Ib Arrow IV None 5
Equipment Loc
---------------------------------------
4 Steerage Quarters 20 tons BD
18 ton infantry compartment BD
The combined crew of the two units is 12, this has enough quarters (not-required) for the crew to sleep in three shifts, and if more sleep is needed, the infantry compartment can be used to (just kick out the infantry).
The 40k version has troop capacity in it's legs. That is not legal in battletech, so I put the troop capacity in this section instead. I recommend using infantry that doesn't have to climb up and down...
One last note before a bit of fluff: If you are using the rules for fully destructible terrain and terrain displacement, be very, very careful with stacking rules around this guy. Get much more weight in one hex and he will start cratering the landscape. Further be very careful in terrain softer than clear ground, as he may just start sinking into it.
Among the Largest Mechanical Monstrosities to ever stride across a planetary field of battle, the Imperium's Emperor Class 'Titans' are immensely tough units, carries their own arsenal of weapons of mass destruction, troops, and standard scale weaponry. When they are deployed, it is not because the Imperium wants to conquer anything. It is because they want a population to know that their horrific demise is not only to be delivered in person, but it is inevitable, and all consuming.
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Haha insane
Talk about loose interpretation of the rules
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lol, just a bit. :D
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For the record, anything I am labeling as quasi-legal, is actually a legal design. The possibly illegal part is how I am employing them. In the Emperor Titan's case you could use both units separately, as those types of units are generally intended too.
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For the record, anything I am labeling as quasi-legal, is actually a legal design. The possibly illegal part is how I am employing them. In the Emperor Titan's case you could use both units separately, as those types of units are generally intended too.
Being able to multi-target without the penalty! If that's the case, you might want to make the different shoulders its own emplacement, but still being carried on the back as 'external cargo'. This would allow for more tightly grouped shots taking out portions of the walking dropship without really effecting the rest.
I like this approach. Too bad they didn't do it with dropships and warships or mobile structures.
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Too bad they didn't do it with dropships and warships or mobile structures.
Yeah, I am kind of sad about that. I would build cities atop warships if they let me. There are far too many hindrances to it though, like not being able to move with things attached to your docking points without likely causing damage to the ship.
If you want to get really silly though, instead of having a one hex building at 150 CF, you could have a one hex/4 level building at 50 CF per level. Then the structure on the mech's back would be taller than the mech itself, and the whole mess would be 7 levels tall. Then you just sit back and wait for it to fall over and all the rulings handling that will require. >:D
you might want to make the different shoulders its own emplacement
Can you put 2 structures in the same hex at the same level?
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I have to say that, whatever the genre may be, I really LOVE seeing your conversions and adaptations !!! I actually look forward to seeing whatever comes up next!
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These are all awesome. I must ask two things though. 1) Where did you get that cool Black Templar picture? 2) 200 would fit more a Reaver or a slim Warlord Titan in my mind. But I can see why you went with the Emperor, at least trying to keep thinks in BT ranges.
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Tau Skyray Missile Defense Gunship
Skyray Missile Defense Gunship
Clan experimental
60 tons
BV: 1,605
Cost: 10,875,000 C-bills
Movement: 4/6 (VTOL)
Engine: 10
Internal: 36
Armor: 250 (Ferro-Lamellor)
Internal Armor
--------------------------------------
Front 6 62
Right 6 49
Left 6 49
Rear 6 39
Rotor 6 2
Turret 6 49
Weapon Loc Heat
----------------------------------------
iATM 12 TR 8
Clan TAG TR 0
Clan TAG TR 0
Ammo Loc Shots
----------------------------------------
iATM 12 Ammo BD 5
iATM 12 Ammo BD 5
iATM 12 Ammo BD 5
iATM 12 Ammo BD 5
Equipment Loc
----------------------------------
Chin Turret TR
Active Probe BD
Armored Motive System BD
Enviromental Sealed Chassis BD
(http://www.gamereplays.org/community/uploads/post-48309-1168760277.jpg)
First An explanation:
Normally the tau tanks in 40k are considered hover tanks. Initially I set about trying to build them as such, and to start with I was looking at the skyray. Let me be frank, it is not possible to build the skyray as a hovercraft in battletech, not the way it really is. The culprit is the 6 single shot missiles it carries. They are a defining feature of the unit, and I wanted to include that function, rather than give it several full missile launchers, even if they were one-shot. The only way to carry missiles the way a skyray does is to be a VTOL, LAM, or Fighter. Tau hover tanks have those big turbines on the side, and there is actually artwork of airborne tau vehicles. When I realized all this I finally had the key. Those turbines on the side are it's rotors as a VTOL, and the big rack of missiles you see are 6 Light Anti-Air missiles carried on the external hardpoints that VTOL come with. This factor also decided the weight: in order to carry 6 LAAMs, it would have to have 12 hardpoints, (each one takes the space of 2 hardpoints), and since you get 1 hardpoint per 5 tons, a 60 ton superheavy VTOL was in order.
It is simply a VTOL that operates awfully close to the ground as standard operating procedure. This does however let it simulate the "anti-gravity' abilities of magic scifi hovercraft, and I am satisfied with this. In game of course, it will follow all the rules of being a VTOL, including being very, very vulnerable to melee attacks...
Have I mentioned I consider the skyray to be one of the two worst thought out designs by Tau engineers?
The Tau Empire's premiere anti-aircraft tank, the Skyray Missile Defense Gunship was designed, very simply to knock enemy aircraft out of the sky. It also has the capacity to have anti ground ordnance on it's 'wings', and in general it is built to support the ground troops. It also has 2 TAG units, able to pinpoint multiple targets for other skyray gunships, if they are loaded with laser guided ordnance.
For more lasting attack capability the Skyray carries a "Smart Missile System", an iATM 12 with multiple types of munitions. On top of this, it's Ferro-Lamellor armor gives it the best protection the Tau Empire can produce.
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I have to say that, whatever the genre may be, I really LOVE seeing your conversions and adaptations !!! I actually look forward to seeing whatever comes up next!
Thanks! I am glad to see people enjoying them.
These are all awesome. I must ask two things though. 1) Where did you get that cool Black Templar picture? 2) 200 would fit more a Reaver or a slim Warlord Titan in my mind. But I can see why you went with the Emperor, at least trying to keep thinks in BT ranges.
Thanks!
1-All the images I am using are just from the images tab of a google search. The Black Templar one's link was: https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcS6_WeaDXjKdgO-vtUY1xcz9NP1pMTmNxrMoVetwgbq3CxtJklR
2-If you count both pieces together, mech+structure, it is more like 350 tons, which will tower over even the largest super heavy mech in battletech, at 4 levels high. Without both pieces, it isn't really an Emperor Titan. I was planning on doing more Titans eventually, at 200, 150, and 125 tons (without buildings on their shoulders lol). They are ALL smaller in battletech than they would be in warhammer 40k. Much, much smaller. The Emperor is 54 meters high in 40k, for example. Even the Warhound towers well above an Atlas.
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It's stuff like this that makes me wonder how Battletech's weight works-the Atlas actually isn't that much shorter than the Warhound, but yet weighs 310 tons less. Kind of reinforces the thought that Battletech's weight is abstract, and thus not really 100=100 tons.
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Well, there is also material density to consider (magic meta materials with something like 37,000 years of development over battletech), and with it's hunched over posture, and general bulkiness, the greater volume of the warhound, none of which is really reflected in battletech design rules... so yeah, tonnage in battletech is pretty abstract.
Edit: I am pretty sure it is also assigned randomly by what sounds good to the makers in warhammer 40k to, so abstract from all directions.
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For the Imperator why not put a quartet of Plasmas in the arm? Two rifles and two cannons? That way you get the heat and thump of the hit :) And yeah its insane but its great :)
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For the Imperator why not put a quartet of Plasmas in the arm? Two rifles and two cannons? That way you get the heat and thump of the hit :) And yeah its insane but its great :)
Believe it or not I was actually running into space and heat problems. A bunch of plasma weapons was my original plan for the volcano cannon, not for the massive hit, but to simulate decent range on a fiery weapon that I could hit multiple things with (by using multiple targeting to simulate the AoE it had). Unfortunately, between heat constraints, and space issues, I had to tone down the arsenal I was trying to put on there. I was a little stumped on how I should run it, until I remembered the thermobaric (fuel-air) weapons in Interstellar Operations, which absolutely obliterate infantry, explode bigger than normal arrow IV, and do a number on buildings as well. The incendiary effects and over-pressure wave reminded me of the explosive force of some volcanoes, like Kilimanjaro, and the much lower weight and heat constraints let me actually fit it in, so I went with it.
The Mech Mortar and HAG-40 were also originally multiple weapons, but it just wasn't fitting, even on the superheavy critical rules (due to heat and space), so they got reduced to single weapons as well. The mech mortar does hardly any damage compared to the weapon it was representing, but it was choosen because it launches 8 AoE munitions, which maches that weapon, even if there is a discrepancy in the damage. I am okay with that since warhammer 40k is primarily an infantry game, and a mech mortar will actually do a lot of damage to infantry, even if it is the least thing vehicles have to worry about. The HAG-40 was chosen as the giant multi-barreled weapon you can see on most pictures of it. Originally I was looking at fitting on 6 autocannons, but unless I went with AC-2s, it wasn't really going to fit in one arm. When looking at an alternative, I was originally going to go with a single rotary AC-5, but that weapon was supposed to be pretty long range, and I wanted to do that, so I simply went with the biggest single rapid fire weapon I could, which also happened to be long range.
*when I say 'due to heat and space' part of the problem was I couldn't put enough heat sinks on to bring it's alpha strike heat down to a level that it wouldn't shut down instantly on. Since the original has no issues firing it's entire arsenal at the same time, I felt it was important for this to do that as well.
Edit: For the record, this is an Emperor Titan, not an Imperator titan, I just looked them up, and they do seem to have a different armament. Most of my info came from here: http://1.bp.blogspot.com/-JQokNa0YyoY/UX5WmSQehkI/AAAAAAAAOFk/rC__MeMN5x0/s1600/478177_594468603905957_1153639753_o.jpg
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Okay, They are carrying the city on their back a bit more literal here then in 40k. I didn't think the Carrying capacity was that much but those Host Lifts makes that happens it seems.
Keep up the fun looking units.
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Re making the Imperator - Oh lummy! Perhaps cut down on the Hyper-lasers? They are massive heat hogs.
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Yeah, the Imperator had less weapons than the Emperor it seems, so probably one arm with HAG-40, the other with plasma weapons, as you suggest, and a single hyper laser in the structure. I would also reduce the structure's CF since it doesn't need to be as big without the other 3 lasers, and their heat sinks.
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Imperator Titan
Imperator Titan Base
Mixed (Base IS)
200 tons
BV: 5,037
Cost: 338,532,500 C-bills
Movement: 2/2
Engine: 400 XXL
Heat Sinks: 21 [42]
Cockpit: Superheavy Cockpit
Gyro: Superheavy Gyro
Internal: 298 (Endo-Steel)
Armor: 596/599 (Hardened)
Internal Armor
--------------------------------------
Center Torso 60 91
Center Torso (rear) 29
Right Torso 42 64
Right Torso (rear) 20
Left Torso 42 64
Left Torso (rear) 20
Right Arm 33 65
Left Arm 33 65
Right Leg 42 83
Left Leg 42 83
Weapon Loc Heat
----------------------------------------
HAG/40 (Clan) LA/LT 8
RISC Advanced Point Defense System RT 2
RISC Advanced Point Defense System LT 2
Plasma Rifle RA 10
Plasma Rifle RA 10
Plasma Rifle RA 10
Plasma Rifle RA 10
Ammo Loc Shots
----------------------------------------
HAG/40 Ammo LA 3
HAG/40 Ammo LA 3
HAG/40 Ammo LA 3
HAG/40 Ammo LA 3
APDS Ammo LT 12
APDS Ammo RT 12
Plasma Rifle Ammo RA 10
Plasma Rifle Ammo RA 10
Plasma Rifle Ammo RA 10
Plasma Rifle Ammo RA 10
Equipment Loc
----------------------------------
Hardened None
Lift Hoist CT
Lift Hoist CT
Blue Shield Particle Field Damper CT
I'm not going to do the math for the Structure on top, but I guarantee the one Hyper Laser and it's heat sinks can fit inside a CF 75+ structure, so just run with that. This will overheat on an alphastrike, but not to the point of auto-shutdown. You can fire all 4 plasma rifles without overheating at all as well.
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Hammerhead Tank
Hammerhead Tank
Mixed (Base Clan)
50 tons
BV: 1,264
Cost: 6,366,667 C-bills
Movement: 4/6 (VTOL)
Engine: 15 XXL
Internal: 30
Armor: 134 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Front 5 33
Right 5 26
Left 5 26
Rear 5 21
Rotor 5 2
Turret 5 26
Weapon Loc Heat
----------------------------------------
Gauss Rifle TU 1
iATM 3 FR 2
iATM 3 FR 2
iATM 3 FR 2
iATM 3 FR 2
Ammo Loc Shots
----------------------------------------
Gauss Ammo BD 8
Gauss Ammo BD 8
iATM 3 Ammo BD 20
iATM 3 Ammo BD 20
iATM 3 Ammo BD 20
(http://www.kaptingavrin.com/tau/tau-hammerhead-digital.jpg)
This is a VTOL for similar reasons as the Skyray Gunship is. This is the version with the Rail Rifle and Smart Missile System. It isn't terribly fast, but packs a wallop. The Tau Empire uses these as tank hunters, and in their area of space, they are quite effective at that job. However, with the heavy reliance of infantry the powers in that area have, means their vehicles are lacking to some degree, it is not as common a sight as the Battle Armor that can fill a similar role.
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For anyone interested, this is what I have used for Space Marine characters. I don't actually have material for any none-space marine characters, but will eventually write it up and post it).
Imperium Affiliation
150 XP
Primary Language: English
Secondary: Latin
Fixed XPs:
[Attributes] EDG (+50 XP); [Traits] Compulsion/Xenophobia (-100 XP), In For Life (-300 XPs), Transit Disorientation Syndrome (-100 XPs), Illiterate (-100 XPs); [Skills] Career/Any (30 XPs), Streetwise/Affiliation (30 XPs), Running (30 XPs), Protocol/Affiliation (30 XPs), Interest/Any (30 XPs)
Sub-Affiliations
Space Marine: [Traits] Elemental Phenotype, Belter Infantry Modification (pg 112 Jihad Conspiracies ISP2) (400 XPs), Mutagenic Virotherapy-Choose 1 1-TP option (pg 220 Wars of Reaving) (100 XPs)
Flexible XPs
50 XPs
*Transit Disorientation Syndrome is included to explain why the Imperium has such a violent aversion to Hyperspace. Presumably Navigators don't suffer from this.
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Can you put 2 structures in the same hex at the same level?
I don't see why not. A lot of buildings are rather small and don't take up an entire hex. Guard houses? Bunkers? I've always made room for that possibility in many of my home games. I've even gone so far as to have ultra-light buildings (modern housing fare) that don't do anything for combat other than impede movement, and maybe provide obstruction of they're big enough, but can be cleared as easily as woods (BMR style).
A Building hex is not a full building unto its own right, so I can envision that the building hexes overall CF and height are an amalgam of all the buildings in it if it happens to be filled with enough.
If you wanted to stat them all out, you probably could, then have the player choose which building they're entering when going into the hex.
Still, this isn't an official thing. It'd be going into unofficial territory.
But, the same reasoning can be applied to your mobile structures.
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Still, this isn't an official thing. It'd be going into unofficial territory.
But, the same reasoning can be applied to your mobile structures.
Well the problem for me lies in design. Many of the factors involved in designing a structure is based on the size of the building measured in hexes. All of my designs are legal designs, it is only how I am using them that is not necessarily legal. This means they can be used, in a completely legal manner, outside of the uses I describe here (IE the structure could be placed on the ground and used as it's stats dictate). That is pretty much where my own personal line is drawn, that the designs themselves have to be legal. If you want to stat it out the way you describe and post it here though, feel free :)
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@Cryhavok101
For the Skyray & the Hammerhand, why not build them as WiGEs (http://www.sarna.net/wiki/WiGE)?
Considering combat WiGEs (http://www.sarna.net/wiki/Category:WiGE_Combat_Vehicles) can get into the 80 ton range. I would tend to think that they'd be better in flavor to what you want then what you could get w/VTOLs.
-
@Cryhavok101
For the Skyray & the Hammerhand, why not build them as WiGEs (http://www.sarna.net/wiki/WiGE)?
Considering combat WiGEs (http://www.sarna.net/wiki/Category:WiGE_Combat_Vehicles) can get into the 80 ton range. I would tend to think that they'd be better in flavor to what you want then what you could get w/VTOLs.
I had considered that, and if Wiges could carry external hardpoints for ordnance, I would have. Unfortunately they can't. I think they should be able to, but couldn't find any rules allowing it. With the Tau's reliance on seeker missiles, putting them on every vehicle in their arsenal, I felt the external ordnance was an important point.
I was planning on doing Wige for the space marine Landspeeders though.
-
Adeptus Sororitas Power Armor
Adeptus Sororitas Power Armor
IS Light Chassis
Movement: 3/3
Internal: 5
Armor: 30
Internal Armor
--------------------------------------
Trooper 1 1 6
Trooper 2 1 6
Trooper 3 1 6
Trooper 4 1 6
Trooper 5 1 6
Equipment Loc
----------------------------------
Armored Glove Left arm
Armored Glove Right arm
Extended Life Support Body
Power Pack Body
Mission Equipment (60 kg) Body
Squad Support Weapon (900 kg) Body
(https://s-media-cache-ak0.pinimg.com/236x/d1/15/51/d115514f945d163439554c285c9fa265.jpg)
While not as heavy or advanced as the Space Marine Power Armor, the armor of the Militant arm of the Imperium's Ecclesiarchy is still much better than the average soldier ever gets to wear. Capable of withstanding medium laser fire, and with an extended operational life, this battle armor is specially crafted and stylized for each individual user. Like the Space Marine armor, this one also bears considerable room for mission equipment, and a large capacity for a squad support weapon, allowing anything up to 900 KG
-
Adeptus Sororitas Seraphim Armor
Adeptus Sororitas Seraphim Armor
IS Light Chassis
BV: 146
Cost: 2,380,000 C-bills
Movement: 1/1/4
Internal: 5
Armor: 30
Internal Armor
--------------------------------------
Trooper 1 1 6
Trooper 2 1 6
Trooper 3 1 6
Trooper 4 1 6
Trooper 5 1 6
Equipment Loc
----------------------------------
Armored Glove Left arm
Armored Glove Right arm
Anti Personnel Weapon Mount Right arm
Anti Personnel Weapon Mount Left arm
Extended Life Support Body
Power Pack Body
Partial Wing Body
Mission Equipment (15 kg) Body
Design Quirk: Multi-Trac
(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQyVMs1OupTq0xyKCjXevRmTUJi9kGeMraTYP6sztPmR31UF0y0)
The Adeptus Sororitas's Seraphim Power Armor is, like the rest of the Sororitas' equipment, custom made for each user. In this case the armor is intended for anti-infantry work, with each soldier able to outmaneuver entire formations of infantry. It wields two anti-personnel weapons, and can engage two separate targets with these weapons as well, thanks to it's advanced tracking and targeting system. It's storage space is most often used up by a variety of explosives that the wearers us to eliminate the threat of enemy tanks.
-
Adeptus Sororitas Penitent Engine
Aduptus Sororitas Penitent Engine
Mass: 30 tons
Tech Base: Inner Sphere
Chassis Config: Biped IndustrialMech
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: D/D-E-D-A
Production Year: 2750
Cost: 1,466,300 C-Bills
Battle Value: 64
Chassis: Unknown Industrial
Power Plant: Unknown 120 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
Jump Capacity: 0 meters
Armor: Unknown Commercial
Armament:
2 Chainsaws
2 Vehicle Flamers
Manufacturer: Unknown
Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Industrial 51 points 6.00
Engine: Fusion Engine 120 4.00
Walking MP: 4
Running MP: 6
Jumping MP: 0
Heat Sinks: Single Heat Sink 10 0.00
Heat Sink Locations: 2 CT, 2 LL, 2 RL
Gyro: Standard 2.00
Cockpit: Industrial 3.00
Actuators: L: SH+UA+LA R: SH+UA+LA
Armor: Commercial (BAR: 5) AV - 0 0.00
Internal Armor
Structure Factor
Head 3 0
Center Torso 10 0
Center Torso (rear) 0
L/R Torso 7 0
L/R Torso (rear) 0
L/R Arm 5 0
L/R Leg 7 0
================================================================================
Equipment Location Heat Critical Mass
--------------------------------------------------------------------------------
Vehicle Flamer RA 3 1 0.50
Chainsaw RA - 5 5.00
Vehicle Flamer LA 3 1 0.50
Chainsaw LA - 5 5.00
@Vehicle Flamer (Inferno) (40) RA - 2 2.00
@Vehicle Flamer (Inferno) (40) LA - 2 2.00
Free Critical Slots: 27
BattleForce Statistics
MV S (+0) M (+2) L (+4) E (+6) Wt. Ov Armor: 0 Points: 1
4 1 0 0 0 1 0 Structure: 3
Special Abilities: MEL, SAW, ENE, SRCH
(https://1d4chan.org/images/thumb/4/4e/PenitentEngine.jpg/250px-PenitentEngine.jpg)
The Aduptus Sororitas promotes redemtion through death in battle, and the Penitent Engine is the ultimate expression of that. With no armor, open to the environment and hostile fire, and armed only with a pair of chainsaws and a pair of flamers, you are almost guaranteed to do exactly that... as is intended.
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For anyone who doesn't like the VTOL as a platform for the Hammerhead, I decided to make this:
Hammerhead Gunship
Mixed (Base Clan)
50 tons
BV: 1,615
Cost: 17,617,500 C-bills
Movement: 4/6 (Wing in Ground Effect)
Engine: 60 XXL
Internal: 25
Armor: 140 (Ferro-Lamellor)
Internal Armor
--------------------------------------
Front 5 34
Right 5 28
Left 5 28
Rear 5 22
Turret 5 28
Weapon Loc Heat
----------------------------------------
Gauss Rifle TU 1
iATM 12 FR 8
Ammo Loc Shots
----------------------------------------
Gauss Ammo BD 8
Gauss Ammo BD 8
iATM 12 Ammo BD 5
iATM 12 Ammo BD 5
iATM 12 Ammo BD 5
iATM 12 Ammo BD 5
-
Great Sisters stuff :) I'm curious to see what you'll make the Thunderhawk into. Its a BIG shuttle at 175 tons but its also got a titan scale weapon on its back as well as a heavy close in armament.
-
I am not sure what I'll do with it. The destructor cannon might end up being a big standard scale weapon bay instead of a single weapon, in order to keep it a small craft. If not I'll make it a sub-500 ton dropship.
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Space Marine Thunderhawk
Gunship:
Class/Model/Name: Space Marine Thunderhawk Gunship
Tech: Clan
Vessel Type: Aerodyne Small Craft
Mass: 200 tons
Safe Thrust: 2
Maximum Thrust: 3
Armor Type: Clan Ferro-Aluminum
Armament:
1 RISC Hyper Laser
2 Improved Heavy Medium Laser
8 Machine Guns
------------------------------------------------------------------------------
Class/Model/Name: Space Marine Thunderhawk Gunship
Mass: 200 tons
Equipment: Mass
Drive & Control: 26.50
Thrust: Safe Thrust: 2
Maximum Thrust: 3
Structural Integrity: 10 10.00
Total Heat Sinks: 19 (38) Double 19.00
Fuel & Fuel Pumps: 10.50
Cargo and Consumables: 15.00
Armor Type: Clan Ferro Aluminum (676 total armor pts) 28.00
Standard Scale Armor Pts
Location: L / R
Fore: 199
Right: 199
Left: 199
Aft: 119
Cargo: -
Bay 1: 30 Battle Armor Bay 1 door 30.00
Cargo (15 tons) 15.00
Bay 2: Internal Bomb Bay (Right Wing) 1 Door 6.00
Bay 3: Internal Bomb Bay (Left Wing) 1 Door 6.00
Crew and Passengers:
5 Crew Quarters-Steerage 25.00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
--------------------------------------------------------------------------------
1 RISC Hyper Laser Nose 20 20 20 20 24 8.00
1 Improved Heavy Medium Laser Nose 10 7 1.00
1 Improved Heavy Medium Laser Nose 10 7 1.00
2 Machine Guns Nose 4 0 0.50
2 Machine Guns Nose 4 0 0.50
2 Machine Guns RW 4 0 0.50
2 Machine Guns LW 4 0 0.50
--------------------------------------------------------------------------------
Ammo Mass
------------------------------------------------------------------------------
Machine Gun Ammo (2400 rounds) 12.00
(https://1d4chan.org/images/thumb/c/cb/Thunderhawk.jpg/350px-Thunderhawk.jpg)
Transporter:
Class/Model/Name: Space Marine Thunderhawk Transporter
Tech: Clan
Vessel Type: Aerodyne Small Craft
Mass: 200 tons
Safe Thrust: 2
Maximum Thrust: 3
Armor Type: Clan Ferro-Aluminum
Armament:
8 Machine Guns
------------------------------------------------------------------------------
Class/Model/Name: Space Marine Thunderhawk Transporter
Mass: 200 tons
Equipment: Mass
Drive & Control: 26.50
Thrust: Safe Thrust: 2
Maximum Thrust: 3
Structural Integrity: 10 10.00
Total Heat Sinks: 0 0.00
Fuel & Fuel Pumps: 10.50
Cargo and Consumables: 1.00
Armor Type: Clan Ferro Aluminum (676 total armor pts) 28.00
Standard Scale Armor Pts
Location: L / R
Fore: 199
Right: 199
Left: 199
Aft: 119
Cargo: -
Bay 1: Heavy Vehicle Bay 1 door (Variation: 2 light Vehicle Bays) 100.00
Cargo (1 tons) 1.00
Crew and Passengers:
4 Crew Quarters-Steerage 20.00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
--------------------------------------------------------------------------------
2 Machine Guns Nose 4 0 0.50
2 Machine Guns Nose 4 0 0.50
2 Machine Guns RW 4 0 0.50
2 Machine Guns LW 4 0 0.50
--------------------------------------------------------------------------------
Ammo Mass
------------------------------------------------------------------------------
Machine Gun Ammo (500 rounds) 2.50
(http://lexcore.weebly.com/uploads/5/5/4/4/55447481/5238420_orig.jpg)
The primary combat transport of the Imperium's elite warriors, the Space Marines. The Gunship serves as both a air-to-ground support platform, and a infantry transport for their Battle Armored soldiers. It also serves as a battletaxi in space combat. It's performance is not even close to many of The inner sphere's equivalent's and can barely operate inside an atmosphere, lacking the maneuverability to be a truly dangerous opponent to most aerospace forces. It's massive weakspot is it's utter lack of coverage in the aft, allowing any opponent that gets there to dominate the ship easily. It's cargo space is often used for either Landspeeders, Bikes, or Dreadnoughts to accompany the deploying force.
The Transporter variants deliver space marine vehicles to the planet rather than infantry. Lightly armed, it's weapons mostly for point defense and anti-infantry work, they are unsuitable for any kind of combat. However this is one of the smallest vessels built by mankind, capably of delivering vehicles to and from a planet's surface. There are two variations of this, one of which is designed to carry the massive 100 ton Landraiders, and the other which can carry any 2 of the standardized chassis's making up the rest of the space marine's vehicular forces.
-
Tau Remora Drone Fighter
Tau Remora Drone Fighter
Mixed
20 tons
Movement: 5/8
Engine: 60
Heat Sinks: 10
Structural Integrity: 5
Armor: 40 (Vehicular Stealth)
Armor
-----------------------------
Nose 10
Left Wing 10
Right Wing 10
Aft 10
Weapon Loc Heat
----------------------------------------
4 Heavy Machine Guns w/Array RW 0
4 Heavy Machine Guns w/Array LW 0
Target Acquisition Gear Nose 0
4 external hardpoints
Equipment Loc
----------------------------------
Shielded SRCS AFT
Vehicular Stealth AFT
Vehicular Stealth AFT
Angel ECM Suite AFT
Fuel 240 pts ---
(https://2.bp.blogspot.com/-v13hHZ9HYvk/VvSHZC5YjhI/AAAAAAAADO4/HUcmo0xQlMUMk2c6eOH53ReRL6DZnbn5w/w1200-h630-p-nu/Star%2BWars%2BArmada%2B-%2BTau%2BEmpire%2B-%2BRemora%2BDrone%2BFighter.jpg)
The epitome of the Tau's Gun Drone research and development, the Remora Drone Fighter is an aerospace fighter designed for strikes against infantry and vehicles. Difficult to target even under the best of conditions, thanks to it's exceptionally strong ECM and stealth systems, the Remora can often strike it's target's with impunity. In addition it is able to direct guided munitions with it's TAG systems, allowing the drone fighter to support other Remoras, Skyrays, or any other unit carrying laser guided weapons.
Primarily intended for ground attack, it is poorly suited to dogfights against other fighters, between it's short range, poor maneuverability, and low armor. However it does have a somewhat unique niche it can fill in space combat. With it's exceptionally strong ECM systems, and it's machine gun array, it can fill a defensive role as mobile point defense and ECM/Ghost Target protection for other aerospace forces. On the attack it can work in a similar role as a spotter, switching it's ECM over to ECCM mode it can negate considerable amounts of ECM fields protecting aerospace targets.
*For those that don't know, Shielded SRCS provides the effects of a free Guardian ECM, so alongside the Angel ECM system it carries, depending on whether or not my stealth armor is turned on, and what modes the ECMs are turned to at any given moment, the Electronic Warfare capabilities of this drone are better than most any other fighter.
*For anyone that doesn't know, Machine Gun Arrays do allow machine guns to engage in point defense against capital missiles as if they were a weapon bay on a larger ship, as per this thread in the rules forums: http://bg.battletech.com/forums/index.php?topic=54557.msg1268749#msg1268749
-
Adeptus Sororitas Living Saint Armor
Adeptus Sororitas Living Saint
Clan TW
BV: 319
Cost: 4,865,000 C-bills
Movement: 1/1/5 VTOL
Internal: 5
Armor: 40
Internal Armor
--------------------------------------
Trooper 1 1 8
Trooper 2 1 8
Trooper 3 1 8
Trooper 4 1 8
Trooper 5 1 8
Weapon Loc Heat
----------------------------------------
Flamer Right arm 3
Equipment Loc
----------------------------------
Armored Glove Left arm
Armored Glove Right arm
Extended Life Support Body
Power Pack Body
BA Fire Resistant Right arm
BA Fire Resistant Left arm
BA Fire Resistant Body
BA Fire Resistant Body
BA Fire Resistant Right arm
Cutting Torch Left arm
Anti Personnel Weapon Mount Left arm
(http://img4.wikia.nocookie.net/__cb20110820080130/warhammer40k/images/thumb/6/69/The_Saint_Approaches_by_MajesticChicken.jpg/130px-0,713,13,644-The_Saint_Approaches_by_MajesticChicken.jpg)
When one of the Adeptus Sororitus' most faithful heroes falls in battle, if their body is recovered before they fully die, very rarely, they are restored with a combination of genetic and cybernetic enhancements. So 'resurrected' and given a new purpose, these warriors are given a new suit of Battle Armor, that is as much an Icon of the Ecclesiarchy as it is a weapon of war. Armed with a sword and a flamer, the wearer of this armor is a visceral opponent, who kills her enemies up close. Often leaving raging fires in her wake, she is also completely immune to the heat, and will stride through walls of flame to claim her victims. Capable of full flight, there is little on the field that she can not hunt down.
-
Amazing stuff as always :)
-
Thanks! I just wish it would give the price/BV for a single suit, but the program won't go under 4 (c-bill and bv are the two things I am not willing to do by hand).
-
Tau Piranha
Type: Tau Piranha
Chassis Type: VTOL (small)
Mass: 2500 kg
Equipment Mass
Chassis/Control(Tech Level F): (Armored) 495 kg
Engine/Trans(Tech Level F): Fusion 100 kg
Cruise MP: 6
Flank MP: 9
Armor (BAR 10): 5 points Standard 260 kg
Rotor-2
Everywhere Else-1
Advanced Fire Control 17.88 kg
Turrets: Sponson Pair 1,000 kg
Crew: 3
3 Pintle Seats 75 kg
Weapons and Ammo:
Name Loc Mass
----------------------------------------------------------
2 Mauser IIC Right Sponson 24 kg
2 Mauser IIC Left Sponson 24 kg
Ultra Heavy Support Laser Front 250 kg
Mauser IIC Ammo (78) Body 3.9 kg
Mauser IIC Grenades (72) Body 3.6 kg
UH Support Laser Ammo (40) Body 24 kg
(http://vignette1.wikia.nocookie.net/warhammer40k/images/b/b3/Piranha47.jpg/revision/latest?cb=20130416001727)
Some artwork (link below) depicts this flying high in the atmosphere, with it clearly having the ability to fly, I decided VTOL movement matched it's performance closest to how it works on the ground, where you see it the most. I almost made it fixed-wing, but this vehicle also has the ability to just hover in one spot, so I felt this was more appropriate.
The Tau Empire's primary Scout and Recon vehicle, the piranha also excels at anti-infantry harassment. Though it does suffer from having incredibly light armor and an open crew compartment, these often operate in groups of up to 5, which is enough to cause a considerable amount of damage to even dug in infantry.
For anyone who thinks representing this as something that outright flies isn't quite accurate, I will direct them to the picture on the model's box: http://vignette1.wikia.nocookie.net/warhammer40k/images/1/10/Piranhaspeed.jpg/revision/latest?cb=20130220055358
However, I did make this for you anyway:
WiGE Alternative:
Type: Tau Piranha
Chassis Type: WiGE (small)
Mass: 2500 kg
Equipment Mass
Chassis/Control(Tech Level F): (Armored, Convertible) 401.7 kg
Engine/Trans(Tech Level F): Fusion 198.75 kg
Cruise MP: 7
Flank MP: 11
Armor (BAR 10): 5 points Standard 260 kg
Front-2
Everywhere Else-1
Advanced Fire Control 17.88 kg
Turrets: Sponson Pair 1,000 kg
Crew: 3
3 Pintle Seats 75 kg
Weapons and Ammo:
Name Loc Mass
----------------------------------------------------------
2 Mauser IIC Right Sponson 24 kg
2 Mauser IIC Left Sponson 24 kg
Ultra Heavy Support Laser Front 250 kg
Mauser IIC Ammo (138) Body 6.9 kg
Mauser IIC Grenades (132) Body 6.6 kg
UH Support Laser Ammo (100) Body 60 kg
-
Space Marine Land Speeder
Type: Space Marine Land Speeder
Chassis Type: Hover (small)
Mass: 4900 kg
Equipment Mass
Chassis/Control(Tech Level F): 646.8 kg
Engine/Trans(Tech Level F): Fusion 1,794.6 kg
Cruise MP: 17
Flank MP: 26 (34)
Armor (BAR 5): 4 points 104 kg
Everywhere-1
Crew: 2
2 Pintle Seats 50 kg
2 Battle Armor Crew 2,000 kg
Supercharger 179.4 kg
(https://s-media-cache-ak0.pinimg.com/736x/c5/f2/da/c5f2dadc99770e1baf9b110b96c7b487.jpg)
The Imperium's Space Marine's recon vehicle. One of the fastest ground vehicles made by mankind, capable of hitting 350+ kph. It's light weapons can be a danger to infantry and light vehicles, however it's fragility makes it poorly suited to stand up fights, instead relying on evasion.
Like the space marine bike, this has the quasi-legal addendum that I have it crewed by battle armor, by paying for the space for them and for the normal crew. completely legal table top use of these would actually have a normal crew of 2 and 2 battle armor passengers. As usual, the design is legal, it is how I am proposing it is used that isn't.
The Variants:
Standard:
Standard Loc Mass
----------------------------------------------------------
2 Machine Gun (Support) Pintle 88 kg
600 rounds ammo 30 kg
Pintle 4.4 kg
Basic Fire Control 2.6 kg
Tornado
Tornado Loc Mass
----------------------------------------------------------
Machine Gun (Support) Pintle 44 kg
500 rounds ammo 25 kg
Pintle 2.2 kg
Flamer (heavy)(support) Front 25 kg
27 rounds ammo 26.1 kg
Basic Fire Control 2 kg
Tempest
Tempest Loc Mass
----------------------------------------------------------
Autocannon (Bearhunter Superheavy) Front 40 kg
900 rounds ammo 45 kg
2 SRM (light) Front 20 kg
4 Missiles 36 kg
Basic Fire Control 1.8 kg
Storm
Storm Loc Mass
----------------------------------------------------------
Machine Gun (Support) Pintle 44 kg
600 rounds ammo 30 kg
Pintle 2.2 kg
Grenade Launcher (Heavy Auto) Front 20 kg
120 Grenades (4 clips) 48 kg
Advanced Fire Control 3.8 kg
Infantry Compartment Rear 1,000 kg
* This variant only has a crew of 1 and reinforcement for 1 battle armor operator
Vengeance
Vengeance Loc Mass
----------------------------------------------------------
Autocannon (Bearhunter Superheavy) Pintle 40 kg
900 rounds ammo 45 kg
Pintle 2 kg
Plasma Rifle (Man Portable) Turret 30 kg
Turret 1.5 kg
BAR 5 Armor for Turret 26 kg
-
I always loved that picture because I can never figure out why the driver isn't using the main gun and is instead shooting his bolt pistol..
-
I always loved that picture because I can never figure out why the driver isn't using the main gun and is instead shooting his bolt pistol..
I know right! Half the pictures I was choosing from had the driver shooting his bolt pistol.
-
Well the problem for me lies in design. Many of the factors involved in designing a structure is based on the size of the building measured in hexes.
Y'know, there's your answer right there. Something as large as the Imperator Titan (56 meters give or take according to the wiki) will have a multi-hex footprint, much like a mobile structure or DropShip. I personally would say a 4-hex total area with a 3-wide, 2-deep center set-up. You can have each building hex be a different structure with its own function instead of one single structure.
Then, define which of the center hexes is used to determine facing and movement - like the forward center, and give the appropriate heights for the various elements, and you're good to go.
Besides, I've seen proposals of using a 'leg' motive system for mobile structures more than once in regards to drop-ship sized superheavy Mechs or 'titans'.
-
Light Aspect Warrior Armor
PA(L)
Dire Avengers
(https://www.frontlinegaming.org/wp-content/uploads/2015/12/Feature-image-for-Dire-Avenger.jpg)
Dire Avengers
Mixed (Base IS)
BV: 69
Cost: 1,640,000 C-bills
Movement: 4/4/1
Internal: 5
Armor: 10
Internal Armor
--------------------------------------
Trooper 1-5 1 2
Weapon Loc Heat
----------------------------------------
Firedrake Needler Right arm 0
Firedrake Needler (SSWM) Body 0
Equipment Loc
----------------------------------
Mechanical Jump Booster Body
Armored Glove Left arm
Armored Glove Right arm
Mission Equipment Storage (95 kg)
Fire Dragons
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcQlbt1V42mQqK5C95dnkUnTdnDzG3EcXvG_7tQlpNlV_yOfZHuB)
Fire Dragons
Mixed (Base IS)
BV: 135
Cost: 1,890,000 C-bills
Movement: 4/4/1
Internal: 5
Armor: 10
Internal Armor
--------------------------------------
Trooper 1-5 1 2
Weapon Loc Heat
----------------------------------------
SRM 1 (Right arm) (Clan) Squad 0
Ammo Loc Shots
----------------------------------------
BA SRM 1 Inferno Ammo Squad 8
Equipment Loc
----------------------------------
Mechanical Jump Booster (Body) Squad
Armored Glove (Left arm) Squad
Armored Glove (Right arm) Squad
Mine Dispenser (Left arm) Squad
Cutting Torch (Right arm) Squad
Howling Banshees
(http://static.comicvine.com/uploads/original/11118/111186802/4310654-howling+banshee.jpg)
Howling Banshees
Mixed (Base IS)
BV: 59
Cost: 1,877,000 C-bills
Movement: 4/4/1
Internal: 5
Armor: 10
Internal Armor
--------------------------------------
Trooper 1-5 1 2
Weapon Loc Heat
----------------------------------------
Sonic Stunner APM 0
Sonic Stunner APM 0
Sonic Stunner APM 0
Sonic Stunner APM 0
Equipment Loc
----------------------------------
Armored Glove Left arm
Armored Glove Right arm
Anti Personnel Weapon Mount Right arm
Anti Personnel Weapon Mount Body
Anti Personnel Weapon Mount Body
Anti Personnel Weapon Mount Left arm
Single-Hex ECM Right arm
Mechanical Jump Booster Body
Swooping Hawks
(http://static.giantbomb.com/uploads/original/1/15846/2439004-eldar_swooping_hawks.jpg)
Swooping Hawks
Mixed (Base Clan)
BV: 122
Cost: 3,027,500 C-bills
Movement: 3 Ground
4 VTOL
Internal: 5
Armor: 10
Internal Armor
--------------------------------------
Trooper 1-5 1 2
Weapon Loc Heat
----------------------------------------
Micro Bomb Body 0
Laser Rifle (Mauser IIC IAS) APM 0
Equipment Loc
----------------------------------
Armored Glove (Left arm) Point
Armored Glove (Right arm) Point
- Dire Avengers use the Firedrake Support Needlers to simulate their avenger shuriken catapults, with the squad leader having 2.
- Fire Dragons use inferno SRMs to simulate the fusion blasters. I was going for performance over imagery with this one, as infernos are some of the best tank killers out there for this kind of weight, and battletech doesn't really have much that is even close to the melta weapons in 40k, so this seemed appropriate to me.
- Howling Banshees are basically useless against Armored targets, but their quad sonic stunners simulating their signature banshee howl allow them to be devastating close quarters combatants in the RPG
- Swooping hawks seem self explanatory to me, with everything on them fitting nicely into analogue roles.
The Enigmatic Eldar, a nomadic starfaring race, despised by the Imperium, who make widespread use of numerous stylized battle armors. Called Aspect Warriors, the stylization often indicates how the warrior prefers to fight, with the suits highly specialized for that method of attack. The eldar are known for being able to deploy these specialists rapidly to wherever the most critical place for them to be is at.These are some of the swiftest bipedal battle armors in existence, each capable of reaching a swift 40 kph on foot, and even leaping 30 meters under their own power. This list is the lighter variations the Eldar use
-
Heavy Aspect Warrior Armors
Medium Battle Armors
Dark Reapers
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcRZFlhcASbOdkYEJxwhRLoBMUe4VQtferDrR35r9a4JaGr5_MmJzg)
Dark Reaper
Mixed (Base Clan)
BV: 464
Cost: 2,695,000 C-bills
Movement: 3/3
Internal: 5
Armor: 50
Internal Armor
--------------------------------------
Trooper 1-5 1 10
Weapon Loc Heat
----------------------------------------
LRM 3 Right arm 0
Light TAG Body 0
Ammo Loc Shots
----------------------------------------
BA LRM 3 Ammo Point 4
BA LRM 3 Ammo Point 4
BA LRM 3 Ammo Point 3
Equipment Loc
----------------------------------
Armored Glove Left arm
Armored Glove Right arm
Handheld Searchlight Left arm
Striking Scorpions
(https://s-media-cache-ak0.pinimg.com/236x/91/a2/da/91a2dad3940a270162c6adc3f6e7fccf.jpg)
Striking Scorpion
Mixed (Base Clan)
BV: 332
Cost: 3,383,750 C-bills
Movement: 3/3
Internal: 5
Armor: 50
Internal Armor
--------------------------------------
Trooper 1-5 1 10
Weapon Loc Heat
----------------------------------------
Pulse Laser Rifle (Clan) APM 0
Pulse Laser Rifle (Clan) APM 0
Bearhunter Superheavy AC Left arm 0
Equipment Loc
----------------------------------
BA Stealth (Improved) Right arm
BA Stealth (Improved) Right arm
BA Stealth (Improved) Right arm
BA Stealth (Improved) Left arm
BA Stealth (Improved) Body
Anti Personnel Weapon Mount Body
Anti Personnel Weapon Mount Body
Heavy Battle Vibro Claw Left arm
Armored Glove Right arm
Single-Hex ECM Body
Warp Spider
(http://vignette2.wikia.nocookie.net/warhammer40k/images/6/63/Warp_Spiders_Aspect_Warriors.jpg/revision/latest?cb=20121119050827)
Warp Spider
Mixed (Base Clan)
BV: 170
Cost: 4,307,500 C-bills
Movement: 3/3/4
Internal: 5
Armor: 30
Internal Armor
--------------------------------------
Trooper 1-5 1 6
Weapon Loc Heat
----------------------------------------
Firedrake Needler Right arm 0
Equipment Loc
----------------------------------
Jump Booster Body
Space Operations Adaptation Body
Fuel Tank Body
Heavy Battle Claw Left arm
Heavy Battle Claw Right arm
Cutting Torch Left arm
Wraithguard
(https://i.ytimg.com/vi/Uabl-h3dQUU/hqdefault.jpg)
Wraithguard
Mixed (Base Clan)
BV: 342
Cost: 13,227,500 C-bills
Movement: 1/1
Internal: 15
Armor: 50
Internal Armor
--------------------------------------
Trooper 1-5 3 10
Weapon Loc Heat
----------------------------------------
Heavy Small Laser Right arm 3
Equipment Loc
----------------------------------
Armored Glove Left arm
Armored Glove Right arm
Belter Infantry Augmentation
Artificial Pain Shunt
Dermal Armor Myomer Implant
- Added Light TAG and searchlight to Dark Reaper to fill space and make LRM a bit more effective
- Heavy Vibro Claw and Superheavy bearhunter AC representing the Scorpion's Claw, and the AP mounts represent the mandiblasters
- Jumpjets, space ops adaptation, and cutting torch representing warp jump pack
- Cybernetic Augmentations representing the not-really-alive-ness of the wraithguard
These are the heavier aspect armors. Each of these is a Medium Battle armor. Slower than the light aspect armors, but generally much deadlier, and harder to kill. As the light armors are, so to are these: highly stylized, and specialized for specific roles.
The Wraithguard, not considered aspect warriors by the eldar, are included here because they are essentially life support systems for their fallen warriors to continue the fight, and often those fallen are aspect warriors. One of their toughest battle armors regularly seen. They are often accompanied by an attendant who is often the squad's leader, though this attendant rarely has battle armor of their own.
-
Space Marine Standard Construction Template: Light Vehicle
The Imperium's space marines use a standard template as the chassis for the majority of the vehicles in their arsenal. Not true omnivehicles, these units never-the-less carry many of the same parts, with often the only differences being the precise loadout. Some have turrets, and some carry troops.
Rhino
(http://thumbs.picclick.com/00/s/MTIwMFgxNjAw/z/n~gAAOSwU-pXrPnM/$/Warhammer-40K-oop-Space-Marine-Rhino-painted-_1.jpg)
Rhino
New Tank
Clan experimental
50 tons
BV: 457
Cost: 1,172,344 C-bills
Movement: 3/5 (Tracked)
Engine: 150 Fuel Cell
Internal: 25
Armor: 128
Internal Armor
--------------------------------------
Front 5 43
Right 5 32
Left 5 32
Rear 5 21
Weapon Loc Heat
----------------------------------------
2 Light Machine Gun FR 0
Vehicular Grenade Launcher FR 1
Ammo Loc Shots
----------------------------------------
Half Light Machine Gun Ammo BD 100
VGL Chaff Grenade None 1
Equipment Loc
-------------------------------------
Bulldozer FR
Communications Equipment (14 ton) BD
Carrying Capacity:
Troops - 10.0 tons
Razorback
(http://www.frontlinegaming.org/wp-content/uploads/2016/08/m1252443_99120101020_SMrazorbackmian_445x319-1.jpg)
Razerback
Clan experimental
50 tons
BV: 755
Cost: 1,500,000 C-bills
Movement: 3/5 (Tracked)
Engine: 150 Fuel Cell
Internal: 25
Armor: 160
Internal Armor
--------------------------------------
Front 5 42
Right 5 31
Left 5 31
Rear 5 20
Turret 5 36
Weapon Loc Heat
----------------------------------------
Large Chem Laser TU 6
Large Chem Laser TU 6
Vehicular Grenade Launcher FR 1
Ammo Loc Shots
----------------------------------------
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
VGL Chaff Grenade None 1
Equipment Loc
----------------------------------
Cargo (6 Battle Armor (6 tons)) RR
Bulldozer FR
Predator Annihilator
(https://s-media-cache-ak0.pinimg.com/originals/1a/8b/69/1a8b693fe12b6abd273b5b1738c299eb.jpg)
Predator Annihilator
Clan experimental
50 tons
BV: 839
Cost: 1,776,563 C-bills
Movement: 3/5 (Tracked)
Engine: 150 Fuel Cell
Internal: 25
Armor: 160
Internal Armor
--------------------------------------
Front 5 42
Right 5 31
Left 5 31
Rear 5 20
Turret 5 36
Weapon Loc Heat
----------------------------------------
2 Large Chem Laser TU 6
4 Light Machine Gun (ST) LS 0
Light Machine Gun Array (ST) RS 0
4 Light Machine Gun (ST) RS 0
Light Machine Gun Array (ST) LS 0
Ammo Loc Shots
----------------------------------------
Large Chemical Laser Ammo BD 60
Light Machine Gun Ammo BD 400
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
Modular Armor FR
Predator Destructor
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcT1397aNGv7jPzmSrlsbhHxnjdEG4jEURAX1V1XpDRf4q6TmIOkEw)
Predator Destructor
Clan experimental
50 tons
BV: 907
Cost: 1,960,313 C-bills
Movement: 3/5 (Tracked)
Engine: 150 Fuel Cell
Internal: 25
Armor: 160
Internal Armor
--------------------------------------
Front 5 42
Right 5 31
Left 5 31
Rear 5 20
Turret 5 36
Weapon Loc Heat
----------------------------------------
4 Light Machine Gun (ST) LS 0
Light Machine Gun Array (ST) RS 0
4 Light Machine Gun (ST) RS 0
Light Machine Gun Array (ST) LS 0
Ultra AC/10 TU 3
Ammo Loc Shots
----------------------------------------
Ultra AC/10 Ammo BD 60
Light Machine Gun Ammo BD 400
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
Modular Armor FR
Whirlwind
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRKXVaSFGhdC5eYg5TehwPIhieYHifA77yptoFhIotGCks0yOQ_)
Whirlwind
Clan experimental
50 tons
BV: 998
Cost: 2,089,688 C-bills
Movement: 3/5 (Tracked)
Engine: 150 Fuel Cell
Internal: 25
Armor: 160
Internal Armor
--------------------------------------
Front 5 42
Right 5 31
Left 5 31
Rear 5 20
Turret 5 36
Weapon Loc Heat
----------------------------------------
Arrow IV TU 10
Ammo Loc Shots
----------------------------------------
Arrow IV Ammo BD 40
Equipment Loc
----------------------------------
Mounted Searchlight TU
Bulldozer FR
Vindicator
(https://www.games-workshop.com/resources/catalog/product/289x298/99120101058_SpaceMarinesVindicatorNEW01.jpg)
Vindicator
Clan experimental
50 tons
BV: 936
Cost: 2,691,094 C-bills
Movement: 2/3 (Tracked)
Engine: 150 Fuel Cell
Internal: 25
Armor: 128
Internal Armor
--------------------------------------
Front 5 43
Right 5 32
Left 5 32
Rear 5 21
Weapon Loc Heat
----------------------------------------
2 Light Machine Gun FR 0
Vehicular Grenade Launcher FR 1
Long Tom Cannon FR 20
Ammo Loc Shots
----------------------------------------
Half Light Machine Gun Ammo BD 100
VGL Chaff Grenade None 1
Long Tom Cannon Ammo BD 15
Equipment Loc
----------------------------------
Modular Armor FR
Bulldozer FR
-
So much awesome with doing all those troops along with the Vehicles. Pax Imperius!
-
Tau Fighter Craft
The Tau use a Caste system, like the clans, only they are divided very differently. In the Tau's case, the Air Caste covers the same role that Clan Aerospace Phenotypes would. Meanwhile the Fire Caste covers the equivalent of Mechwarrior and Elemental Phenotypes, filling the ground troops, battlesuit pilots, vehicle crews and even marines. Below are some of the smallest vehicles used by the Air Caste to defend the Tau Empire and push it's boundaries ever further.
Barracuda
(http://vignette1.wikia.nocookie.net/warhammer40k/images/4/4d/Barra_5.jpg/revision/latest?cb=20121008074822)
Barracuda Air Superiority
Clan experimental
60 tons
BV: 2,396
Cost: 6,994,780 C-bills
Movement: 5/8
Engine: 180 XL
Heat Sinks: 15 [30]
Structural Integrity: 6
Armor: 182 (Ferro-Aluminum)
Armor
-----------------------------
Nose 46
Left Wing 45
Right Wing 45
Aft 46
Weapon Loc Heat
----------------------------------------
ER PPC NOS 15
HAG/20 LWG 4
HAG/20 RWG 4
ATM 6 NOS 4
ATM 6 NOS 4
Ammo Loc Shots
----------------------------------------
HAG/20 Ammo LWG 12
HAG/20 Ammo RWG 12
ATM 6 Ammo NOS 20
Equipment Loc
----------------------------------
Ferro-Aluminum AFT
Razorshark
(http://vignette1.wikia.nocookie.net/warhammer40k/images/0/0f/Razorshark1.jpg/revision/latest/scale-to-width-down/250?cb=20130416032222)
Razorshark Strike Fighter
Mixed (Base Clan)
20 tons
BV: 674
Cost: 1,741,520 C-bills
Movement: 5/8
Engine: 60 XL
Heat Sinks: 10 [20]
Structural Integrity: 5
Armor: 57 (Ferro-Aluminum)
Armor
-----------------------------
Nose 15
Left Wing 14
Right Wing 14
Aft 14
Weapon Loc Heat
----------------------------------------
Light PPC NOS 5
Light PPC NOS 5
Light PPC NOS 5
Light PPC NOS 5
Heavy Machine Gun NOS 0
Ammo Loc Shots
----------------------------------------
Half Heavy Machine Gun Ammo NOS 50
Equipment Loc
----------------------------------
Ferro-Aluminum AFT
Sunshark
(http://vignette3.wikia.nocookie.net/warhammer40k/images/7/71/Sunshark_bomber1.jpg/revision/latest/scale-to-width-down/250?cb=20130417203441)
Sun Shark Bomber
Mixed (Base Clan)
20 tons
BV: 305
Cost: 1,270,720 C-bills
Movement: 5/8
Engine: 60 XL
Heat Sinks: 10 [20]
Structural Integrity: 5
Armor: 67 (Ferro-Aluminum)
Armor
-----------------------------
Nose 17
Left Wing 17
Right Wing 16
Aft 17
Weapon Loc Heat
----------------------------------------
ATM 3 NOS 2
Clan TAG NOS 0
Ammo Loc Shots
----------------------------------------
ATM 3 Ammo NOS 20
Equipment Loc
----------------------------------
Ferro-Aluminum AFT
Cargo (1 ton) (1 Tau Drone) RWG
Cargo (1 ton) (1 Tau Drone) LWG
Internal Bomb Bay(7 tons) AFT
-
Imperial Guard Baneblade
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcR-Mu09g0bThRsJ9T3jFw1NprGT2vsTYyFnG1wZh8vHRYPORh-V)
Baneblade
Mixed (Base IS)
200 tons
BV: 2,885
Cost: 41,228,000 C-bills
Movement: 1/2 (Tracked)
Engine: 200 XL
Internal: 140
Armor: 740 (Heavy Ferro-Fibrous)
Internal Armor
--------------------------------------
Front 20 131
Front Right 20 105
Front Left 20 105
Rear Right 20 105
Rear Left 20 105
Rear 20 84
Turret 20 105
Weapon Loc Heat
----------------------------------------
Arrow IV TU 10
HVAC/2 TU 1
Long Tom Cannon FR 20
2 Light Machine Gun FR 0
Light Machine Gun Array FR 0
Large Chem Laser (ST) (Clan) FRRS 6
2 Light Machine Gun (ST) FRRS 0
Light Machine Gun Array (ST) FRRS 0
Large Chem Laser (ST) (Clan) FRLS 6
2 Light Machine Gun (ST) FRLS 0
Light Machine Gun Array (ST) FRLS 0
Vehicular Grenade Launcher FRRS 1
Vehicular Grenade Launcher FRLS 1
Vehicular Grenade Launcher RR 1
Vehicular Grenade Launcher FR 1
Ammo Loc Shots
----------------------------------------
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
Arrow IV Ammo BD 35
Long Tom Cannon Ammo BD 35
Light Machine Gun Ammo BD 900
Large Chemical Laser Ammo BD 40
HVAC/2 Ammo BD 60
Equipment Loc
----------------------------------
Mounted Searchlight TU
Comms Equipment (15 ton) BD
Sponson Turret FRRS
Sponson Turret FRLS
CASE BD
The most powerful tank available to the standard army of the Imperium, the Baneblade is a weapons platform even mechs are wary of.
It's Turret Artillery is accompanied by a coaxial HVAC used to aid in targeting with tracer rounds. On the front is a devastating Long Tom Cannon and a dual light machine gun array for tank and infantry hunting. The sides mount a large chemical laser and another dual light machine gun array in sponsons. Vehicular Smoke Grenade Launchers and over 700 points of armor provide all around protection. Comm equipment allow it to act as a command vehicle. It's largest weakness is it's lack of speed, going only 25 kph.
-
Imperial Guard Light Tanks
The Imperial Guard, the Imperiums regular army, make use of large numbers of a wide variety of tanks. These are the light ones. Each is specialized to a certain role, and deployed singly or in groups up to a company in size.
Chimera
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcQdjwQ5Uq43N6qq9Z2fKYfVw2pG1wT_8-_UebCKxlSNxZMC4pMs)
Chimera Transport Tank
IS experimental
50 tons
BV: 641
Cost: 6,743,750 C-bills
Movement: 5/8 (Tracked)
Engine: 250 XL
Internal: 25
Armor: 119 (Heavy Ferro-Fibrous)
Internal Armor
--------------------------------------
Front 5 31
Right 5 23
Left 5 23
Rear 5 19
Turret 5 23
Weapon Loc Heat
----------------------------------------
Large Pulse Laser TU 10
Flamer FR 3
Equipment Loc
----------------------------------
Fully Amphibious BD
Armored Motive System BD
Carrying Capacity:
Troops - 2.0 tons
Basilisk
(https://s-media-cache-ak0.pinimg.com/236x/57/7f/a9/577fa9ca18f40cf464674ca4e7062750.jpg)
Basilisk Artillery Tank
IS experimental
50 tons
BV: 494
Cost: 1,406,000 C-bills
Movement: 2/3 (Tracked)
Engine: 100
Internal: 25
Armor: 119 (Heavy Ferro-Fibrous)
Internal Armor
--------------------------------------
Front 5 31
Right 5 23
Left 5 23
Rear 5 19
Turret 5 23
Weapon Loc Heat
----------------------------------------
Sniper TU 10
ER Flamer FR 4
Ammo Loc Shots
----------------------------------------
Sniper Ammo BD 90
Hellhound
(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcS_x7SIuDJijrhYFHiqBRj54KnAsFOpa2YuJ6elUkykGkgSywpU)
Hellhound Flame Tank
IS experimental
50 tons
BV: 625
Cost: 9,803,750 C-bills
Movement: 4/6(8) (Tracked)
Engine: 250 XL
Internal: 25
Armor: 120
Internal Armor
--------------------------------------
Front 5 29
Right 5 24
Left 5 24
Rear 5 19
Turret 5 24
Weapon Loc Heat
----------------------------------------
Vehicle Flamer FR 3
Fluid Gun TU 0
Ammo Loc Shots
----------------------------------------
Vehicle Flamer Ammo BD 60
Fluid Gun Ammo BD 180
Equipment Loc
----------------------------------
Booby Trap BD
Supercharger BD
Modular Armor FR
Modular Armor RS
Modular Armor LS
Modular Armor RR
Hydra
(https://tse4.mm.bing.net/th?id=OIP.Ma6a8a92c9c70ee8dda087e709bfb8722o0&pid=15.1&P=0&w=300&h=300)
Hydra Flak Tank
IS experimental
50 tons
BV: 753
Cost: 3,987,750 C-bills
Movement: 3/5 (Tracked)
Engine: 150 XL
Internal: 25
Armor: 128
Internal Armor
--------------------------------------
Front 5 33
Right 5 25
Left 5 25
Rear 5 20
Turret 5 25
Weapon Loc Heat
----------------------------------------
Flamer FR 3
Ultra AC/5 TU 1
Ultra AC/5 TU 1
Ammo Loc Shots
----------------------------------------
Ultra AC/5 Ammo BD 80
Equipment Loc
----------------------------------
Targeting Computer BD
Manticore
(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcQP38M6eghnwuPMtNqKJ7L-yCG8lPLXseECfXHE3LSN56kq2Gga)
Manticore Rocket Tank
IS experimental
50 tons
BV: 723
Cost: 4,945,000 C-bills
Movement: 4/6 (Tracked)
Engine: 200 XL
Internal: 25
Armor: 128
Internal Armor
--------------------------------------
Front 5 33
Right 5 25
Left 5 25
Rear 5 20
Turret 5 25
Weapon Loc Heat
----------------------------------------
Arrow IV TU 10
Flamer FR 3
Ammo Loc Shots
----------------------------------------
Arrow IV Ammo BD 5
Equipment Loc
----------------------------------
Communications Equipment (9 ton) BD
Griffon
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcToN6slqiuk56niKgvxJKcnStpwPuj1ghF8axiQwRM8SbWm2AO2Rg)
Griffon Mortar Tank
IS experimental
50 tons
BV: 607
Cost: 5,822,375 C-bills
Movement: 5/8 (Tracked)
Engine: 250 XL
Internal: 20
Armor: 128
Internal Armor
--------------------------------------
Front 5 39
Right 5 32
Left 5 32
Rear 5 25
Weapon Loc Heat
----------------------------------------
'Mech Mortar 8 FR 10
Heavy Flamer FR 5
Ammo Loc Shots
----------------------------------------
Heavy Flamer Ammo BD 20
Airburst Mortar 8 Ammo BD 16
Semi-Guided Mortar 8 Ammo BD 12
Shaped Charge Mortar 8 Ammo BD 16
-
*cough* this is the Hydra flak tank (https://tse4.mm.bing.net/th?id=OIP.Ma6a8a92c9c70ee8dda087e709bfb8722o0&pid=15.1&P=0&w=300&h=300)
-
These really are superb you know that right?
-
*cough* this is the Hydra flak tank (https://tse4.mm.bing.net/th?id=OIP.Ma6a8a92c9c70ee8dda087e709bfb8722o0&pid=15.1&P=0&w=300&h=300)
I know. I think the one I posted is a kitbash, but it fits the UAC's I was using to represent the Twin linked cannons better, so I ran with it... but I will change to that image, because you are right.
-
These really are superb you know that right?
Thanks!
-
Eldar Tanks
The Eldar combat doctrine is all about using mobility to apply the right tool to fix any problem. They use undecipherable methods to predict when, where, and how they will be attacked and prepare for it ahead of time, but also prepare to react to the circumstances of a changing battlefield. This has led their military to utilize the highly mobile Wing in Ground Effect vehicles over traditional tracked armor. Their vehicles are also universally much lighter than their contemporary enemy's, however this sometimes allows them to replace losses much easier. There is a joke in the Imperium, despite their own overwhelming numbers of armor, that goes, "Do Eldar vehicles grow on trees?"
Wave Serpent
(https://s-media-cache-ak0.pinimg.com/236x/3d/8c/b9/3d8cb9b19d16653f390b9a9ab3d29acf.jpg)
Wave Serpent Transport
Mixed (Base Clan)
20 tons
BV: 498
Cost: 2,280,900 C-bills
Movement: 5/8 (Wing in Ground Effect)
Engine: 20
Internal: 10
Armor: 86 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Front 2 22
Right 2 17
Left 2 17
Rear 2 13
Turret 2 17
Weapon Loc Heat
----------------------------------------
AP Gauss Rifle FR 1
AP Gauss Rifle FR 1
Medium Pulse Laser TU 4
Ammo Loc Shots
----------------------------------------
AP Gauss Rifle Ammo BD 40
Equipment Loc
----------------------------------
Blue Shield Particle Field Damper BD
Carrying Capacity:
Troops - 2.0 tons
Falcon
(http://2.bp.blogspot.com/-GGuqkHNaOt0/UevwvDoAfPI/AAAAAAAAATQ/JIUGjkn5qcw/s1600/EldarFalcon.jpg)
Falcon Gravtank
Clan
30 tons
BV: 859
Cost: 3,154,800 C-bills
Movement: 5/8 (Wing in Ground Effect)
Engine: 70 XL
Internal: 15
Armor: 86 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Front 3 22
Right 3 17
Left 3 17
Rear 3 13
Turret 3 17
Weapon Loc Heat
----------------------------------------
AP Gauss Rifle FR 1
AP Gauss Rifle FR 1
ER Large Pulse Laser TU 13
iATM 3 TU 2
Ammo Loc Shots
----------------------------------------
iATM 3 Ammo BD 20
iATM 3 Ammo BD 20
AP Gauss Rifle Ammo BD 40
Carrying Capacity:
Troops - 1.0 tons
Vyper
(http://static.giantbomb.com/uploads/scale_small/1/15846/2439013-eldar_vyper.jpg)
Vyper
Clan
10 tons
BV: 287
Cost: 374,033 C-bills
Movement: 5/8 (Wing in Ground Effect)
Engine: 10
Internal: 5
Armor: 28 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Front 1 9
Right 1 5
Left 1 5
Rear 1 4
Turret 1 5
Weapon Loc Heat
----------------------------------------
AP Gauss Rifle FR 1
AP Gauss Rifle FR 1
iATM 3 TU 2
Ammo Loc Shots
----------------------------------------
AP Gauss Rifle Ammo BD 40
iATM 3 Ammo BD 20
Fire Prism
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcT_fQlkcjVZHcCLcw1mqYA7iGLBXgdlDhIw5VUDrWSORi6i4bwN)
Fire Prism
Mixed (Base Clan)
30 tons
BV: 714
Cost: 3,320,900 C-bills
Movement: 5/8 (Wing in Ground Effect)
Engine: 70
Internal: 15
Armor: 86 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Front 3 22
Right 3 17
Left 3 17
Rear 3 13
Turret 3 17
Weapon Loc Heat
----------------------------------------
AP Gauss Rifle FR 1
AP Gauss Rifle FR 1
ER Large Laser TU 12
Ammo Loc Shots
----------------------------------------
AP Gauss Rifle Ammo BD 40
Equipment Loc
----------------------------------
RISC Laser Pulse Module (IS) TU
C3i Computer (IS) BD
ECM Suite BD
While I think the rest of these are self explanatory, I wanted to point out what I was thinking with the Fire Prism. The Laser Pulse module lets the ER Large Laser choose between firing as a pulse laser, which is better for groups of infantry than a normal laser, and it's standard firing mode. That allows it to simulate the alternate modes of the Prism Cannon. The C3i computer allows fire prisms to link up and "combine fire", which works differently in battletech than how prism cannons normally work, but is the only way I could think of to get it so they could combine fire at all.
-
I'd probably give the Eldar some form of Stealth armour on their tanks as well for their advanced holofields etc.
-
The holofields are options, not standard, in the latest codex I have (it's old, very old), any my application of optional gear on vehicles in this thread has been, and will probably continue to be limited to filling extra space on designs that need to use up tonnage.
That being said, I gave the Fire Prism an ECM suite specifically for that, intending it to be used to produce Sensor Ghosts, which seems like something similar to what holofields do, if not quite the same.
-
It's stuff like this that makes me wonder how Battletech's weight works-the Atlas actually isn't that much shorter than the Warhound, but yet weighs 310 tons less. Kind of reinforces the thought that Battletech's weight is abstract, and thus not really 100=100 tons.
Um, the Warhound is practically half-stooped, with a long side profile, putting a lot of its mass in regions the Atlas just doesn't occupy. For that matter, most sculpts of atlases I've seen put it back into the 12 meter range, rather than the 15 to 20 most people want. (I'm one who likes the shorter, squatter version.)
Now, back to conversions - a question: I'm sure you're not too concerned with how things perform in the 40k games, but, a lot of the heavy weaponry the infantry carry in the 40k setting is quite capable of of OSKing any single tank. With BattleTech's form of HP tracking, this is generally not possible unless someone hits the lucky crit location and roll's high enough to do the trick.
Do you have anything in mind to address this? Like, is the transition of performance something that comes with whatever universe properties come from misjumping to the BTu from the 40ku? Or is it really a non-issue?
-
That is something I considered at first, but with the differences in how the games work, it just isn't feasible without sacrificing everything else that makes those vehicles 'feel' right. Also I have to point out that the only place I recall many of the weapons that can one shot kill a tank, is on the table top. It doesn't happen often in the lore, or in any of the video games. All in all, I am not terribly concerned over that discrepancy.
-
Cool. That works for me. It doesn't help that in BT very few weapons can OSK a lot of weapons without getting lucky, anyway. Although, if you want to get the tabletop feel, I can think of simply reverting back to the BMR and older rule-sets vehicle crit table. In fact that crit table matches the glancing hit table for TableTop 40k tanks, anyway.
Otherwise, it's a different 40k universe, which works for me.
-
Well, if you want to get 100% technical, any weapon could potentially cause a one hit kill, if it got a certain to-hit result giving them a crit check, followed by certain critical results, like crew killed. It's just a much, much lower chance of happening than the relatively easy kills in the 40k tabletop, and there are some things that can prevent it (like ferro-lamellor armor).
-
I finally got around to doing all of the Land Raider Variants. I won't repost the Standard Land Raider, just the new ones. I hope you all enjoy:
Crusader
(http://vignette3.wikia.nocookie.net/warhammer40k/images/d/d1/Land_Raider_Crusader.jpg/revision/latest?cb=20100202153719)
Space Marine Landraider Crusader
100 tons
Movement: 3/5 (Tracked)
Engine: 300 XXL
Internal: 40
Armor: 280 (Ferro-Lamellor)
Internal Armor
--------------------------------------
Front 10 84
Right 10 70
Left 10 70
Rear 10 56
Weapon Loc Heat
----------------------------------------
3 Light Machine Gun (ST) RS 0
Light Machine Gun Array (ST) RS 0
3 Light Machine Gun (ST) LS 0
Light Machine Gun Array (ST) LS 0
Rotary AC/5 FR 2
ER PPC FR 15
6 A-Pods FR 0
Ammo Loc Shots
----------------------------------------
Light Machine Gun Ammo BD 200
Rotary AC/5 Ammo BD 100
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
SRCS Robotics BD
Carrying Capacity:
Battle Armor - 16.0 tons
Helios
(http://t15.deviantart.net/zIhUda_n1IkCFaSKc8hG6DiUESA=/fit-in/700x350/filters:fixed_height(100,100):origin()/pre06/b310/th/pre/f/2011/007/1/c/land_raider_helios_by_unleasheddesigns-d36m7i9.jpg)
Space Marine Landraider Helios
100 tons
Movement: 3/5 (Tracked)
Engine: 300 XXL
Internal: 40
Armor: 280 (Ferro-Lamellor)
Internal Armor
--------------------------------------
Front 10 84
Right 10 70
Left 10 70
Rear 10 56
Weapon Loc Heat
----------------------------------------
Large Chem Laser (ST) RS 6
Large Chem Laser (ST) RS 6
Large Chem Laser (ST) LS 6
Large Chem Laser (ST) LS 6
Arrow IV FR 10
Vehicular Grenade Launcher FR 1
Vehicular Grenade Launcher RS 1
Vehicular Grenade Launcher LS 1
Vehicular Grenade Launcher RR 1
Ammo Loc Shots
----------------------------------------
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
Large Chemical Laser Ammo BD 40
Arrow IV Ammo BD 20
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
SRCS Robotics BD
Carrying Capacity:
Battle Armor - 6.0 tons
Promethius
(http://vignette2.wikia.nocookie.net/warhammer40k/images/c/c0/Land_Raider_Prometheus000.jpg/revision/latest/scale-to-width-down/250?cb=20120523211739)
Space Marine Landraider Prometheus
100 tons
Movement: 3/5 (Tracked)
Engine: 300 XXL
Internal: 40
Armor: 280 (Ferro-Lamellor)
Internal Armor
--------------------------------------
Front 10 84
Right 10 70
Left 10 70
Rear 10 56
Weapon Loc Heat
----------------------------------------
Rotary AC/2 (ST) RS 1
Rotary AC/2 (ST) LS 1
Vehicular Grenade Launcher FR 1
Vehicular Grenade Launcher RS 1
Vehicular Grenade Launcher LS 1
Vehicular Grenade Launcher RR 1
Ammo Loc Shots
----------------------------------------
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
Rotary AC/2 BD 90
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
SRCS Robotics BD
Communications Equipment (2) BD
Cockpit Command Console BD
Carrying Capacity:
Battle Armor - 10.0 tons
Redeemer
(http://store.miniwargaming.com/images/D/space-marine-land-raider-crusaderredeemer.jpg)
Space Marine Landraider Redeemer
100 tons
Movement: 3/5 (Tracked)
Engine: 300 XXL
Internal: 50
Armor: 350 (Ferro-Lamellor)
Internal Armor
--------------------------------------
Front 10 84
Right 10 70
Left 10 70
Rear 10 56
Turret 10 70
Weapon Loc Heat
----------------------------------------
Rotary AC/5 TU 1
Plasma Cannon (ST) RS 7
Plasma Cannon (ST) LS 7
4 A-Pods FR 0
Ammo Loc Shots
----------------------------------------
Rotary AC/5 BD 40
Plasma Cannon Ammo BD 20
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
SRCS Robotics BD
Carrying Capacity:
Battle Armor - 16.0 tons
Terminus Ultra
(http://vignette3.wikia.nocookie.net/warhammer40k/images/3/30/Terminus.jpg/revision/latest?cb=20100101181653)
Space Marine Landraider Terminus Ultra
100 tons
Movement: 3/5 (Tracked)
Engine: 300 XXL
Internal: 50
Armor: 350 (Ferro-Lamellor)
Internal Armor
--------------------------------------
Front 10 84
Right 10 70
Left 10 70
Rear 10 56
Turret 10 70
Weapon Loc Heat
----------------------------------------
2 Large Chem Laser FR 6
2 Large Chem Laser (ST1) RS 6
Large Chem Laser (ST2) RS 6
2 Large Chem Laser (ST1) LS 6
Large Chem Laser (ST2) LS 6
Ammo Loc Shots
----------------------------------------
Large Chemical Laser Ammo BD 30
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret RS
Sponson Turret LS
Sponson Turret LS
SRCS Robotics BD
-
Nice vehicles
-
I suddenly have a desire to get my hands on some Epic Warhammer 40K mini's.
Wonder what happened with those, or where you'd get them now?
-
(I'm one who likes the shorter, squatter version.)
Yeah, for all the futzing around they've done with the various versions of the Atlas, the stocky, squat original sculpt is still BY FAR THE BEST too, in MY opinion.
-
I suddenly have a desire to get my hands on some Epic Warhammer 40K mini's.
Wonder what happened with those, or where you'd get them now?
Ebay. You used to be able to order them from Games Workshop, but they discontinued the line, and the minis sold out fast.
I guess it's still popular. I only managed to get a couple titans and a bunch of Orks and IG. However, I missed out on IG tanks, and ork commanders.
I had hoped for just a tactical squad of marines for comparison, but, no such luck, yet.
-
Imperial Guard Infantry Formations
The Standard Squad:
The Basic unit comprising the majority of the vast numbers of the Imperium's Imperial Guard.
Type: Foot
Weight: 1 Ton
BV: 32
Cost: $693,082.31 C-bills
Movement: 1
Troopers: 10
Armor: Flak Standard
Divisor: 1
Primary Weapon: Laser Rifle (Ebony Assault Rifle)
Secondary Weapon: Grenade Launcher Automatic
Damage per trooper: 1=0, 2-4=1, 5-8=2, 9-10=3
Base Range: 2
Heavy Weapons Teams:
The Imperium's regular army employs small teams of heavy weapons crews in key areas, rather than deploying them in large formations. This allows them much greater flexibility on deployment.
Rules wise, each of these heavy weapons teams is actually a platoon in battle tech. 3 squads of 2 men each, with one support secondary weapon per squad. This means each of these six man groups gets deployed separately on the field. As was pointed out earlier, infantry support weapons in battletech are not up to the same performance as the same items in 40k, so these heavy weapons teams are not going to be anywhere near as good as their 40k counterparts, though these ones are correspondingly much cheaper as well.
Fire Support
Type: Foot
Weight: 0.6 Tons
BV: 21
Cost: $534,293.72 C-bills
Movement: 1
Troopers: 6 (2/3)
Armor: Flak, Standard
Divisor: 1
Primary Weapon: Laser Rifle (Ebony Assault Rifle)
Secondary Weapon: Autocannon (Semi-Portable)
Damage per trooper: 1-2=1, 3-4=2, 5-6=3
Base Range: 2
Anti-Tank
Type: Foot
Weight: 0.6 Tons
BV: 47
Cost: $746,797.85 C-bills
Movement: 1
Troopers: 6 (2/3)
Armor: Flak, Standard
Divisor: 1
Primary Weapon: Laser Rifle (Ebony Assault Rifle)
Secondary Weapon: Support Laser (ER Clan)
Damage per trooper: 1-2=1, 3=2, 4-5=3, 6=4
Base Range: 2
Mortar
Type: Foot
Weight: 0.6 Tons
BV: 19
Cost: $508,989.20 C-bills
Movement: 1
Troopers: 6 (2/3)
Armor: Flak, Standard
Divisor: 1
Primary Weapon: Laser Rifle (Ebony Assault Rifle)
Secondary Weapon: Mortar (Light)
Damage per trooper: 1=0, 2-4=1, 5-6=2
Base Range: 2
Special Weapon
Type: Foot
Weight: 0.6 Tons
BV: 15
Cost: $414,015.40 C-bills
Movement: 1
Troopers: 6 (2/3)
Armor: Flak, Standard
Divisor: 1
Primary Weapon: Laser Rifle (Ebony Assault Rifle)
Secondary Weapon: Flamer (Man-Portable)
Damage per trooper: 1=0, 2-4=1, 5-6=2
Base Range: 2
Imperial Guard Storm Troopers
The most elite units in the regular army. No augmented like the Imperium's Space Marines, these troops are instead heavily trained to operate in any environment imaginable. Equipped for space and ground operations as a standard, equipment for specific environments is issued on an as-needed basis. These troops also use a much more dangerous laser rifle than the imperial guard's standard weapon, and coupled with their heavier armor and ability to operate anywhere, these troops are some of the most dangerous conventional infantry in their region of space.
Storm Trooper Squad
Type: Foot
Weight: 1 Ton
BV: 195
Cost: $7,304,061.63 C-bills
Movement: 1
Troopers: 10
Armor: Environmental Suit, Marine
Divisor: 2
Primary Weapon: Laser Rifle (Mauser IIC IAS)
Damage per trooper: 1=1, 2=3, 3=4, 4=6, 5=7, 6=8, 7=10, 8=11, 9=13, 10=14
Base Range: 3
Training:
XCT
Marine
Rough Rider Squad
Even in the far future, warriors still ride into battle mounted on trusty warhorses, only now they are armed with laser guns.
Rough Rider Squad
Type: Horse
Weight: 7.15 Tons
BV: 50
Cost: $666,382.33 C-bills
Movement: 3
Troopers: 10
Armor: Flak, Standard
Divisor: 2
Primary Weapon: Laser Rifle (Ebony Assault Rifle)
Damage per trooper: 1-2=0, 3-7=1, 8-10=2
Base Range: 2
-
Ebay. You used to be able to order them from Games Workshop, but they discontinued the line, and the minis sold out fast.
I guess it's still popular. I only managed to get a couple titans and a bunch of Orks and IG. However, I missed out on IG tanks, and ork commanders.
I had hoped for just a tactical squad of marines for comparison, but, no such luck, yet.
I'm less interested in the Titans ( they are waaaaaaaaaaay "yuge" >:D ), but I REALLY REALLY REALLY want the Marine, IG, and Ork vehicles!
-
One possible way to "fix" the Imperial Guard heavy weapon teams is to use Automatic Grenade Launchers instead of Semi-Portable Autocannon. They do about twice the damage, and are reasonably fluffed as "grenade machine guns".
-
Nothing is really going to fix them completely. It's a rules issue that is caused by the abstract-ness of infantry in battletech.
There is basically two main issues:
-If there is only 1 secondary weapon (IE support weapons) per squad, the whole squad uses the special effects and range of the primary weapon (IE the Lasgun analogues). If there is 2 secondary weapons per squad, you use the range and specials of the secondary weapons.
-You can only have a maximum of 2 secondary weapons in a squad. This forced me to use the 3 2-man squads in a 6-man platoon for the heavy weapons teams in order to get the 3 support weapons.
That means each squad has 1 secondary weapon, which means no matter what support weapon I put in there it gets the range and specials of the Lasgun analogues. Flamers don't flame, Machine guns don't heavy burst fire, etc.
It's not as big an issue for the majority of 40k infantry, but for these 6-man groups of heavy weapons it certainly is.
It also means I can't do much with the close combat troops, because you can't give multiple primary weapons to a squad. This also effects things like the rough riders, not being able to give them their hunting lances and the other weapons options they have.
Still, I have no problem substituting weapons for performance, so here is the requested alternate Fire Support Squad:
Type: Foot
Weight: 0.6 Tons
BV: 33
Cost: $611,753.39 C-bills
Movement: 1
Troopers: 6 (2/3)
Armor: Flak, Standard
Divisor: 1
Primary Weapon: Laser Rifle (Ebony Assault Rifle)
Secondary Weapon: Grenade Launcher (Heavy Auto, Non-Inferno Ammo)
Damage per trooper: 1=1, 2=2, 3=3, 4=4, 5=5, 6=6
Base Range: 2
-
Update: Fixed an error in the IG infantry c-bill costs, affecting the heavy weapons teams.
-
Eldar Regular Infantry
Guardians
The militia of the Eldar Nomads. Many Eldar will pick up arms to defend their homes in an emergency. Many serve for a time in this militia before pursuing other paths, often as they feel the need to do so.
Guardians
Type: Foot
Weight: 1 Ton
BV: 25
Cost: $275,568.32 C-bills
Movement: 1
Troopers: 10
Armor: Ablative/Flak (Standard)
Divisor: 1
Primary Weapon: Needler Rifle
Secondary Weapon: Needler, Support (Firedrake)
Damage per trooper: 1=0, 2-4=1, 5-7=2, 8-10=3, 11-12=4
Base Range: 0
Rangers
Even for a Nomadic group, the rangers have an unquenchable wanderlust. Explorers who will venture anywhere, the Rangers also act as scouts, bringing word and warning to the kin they leave behind in their travels. When threatened, rangers will engage in brutal guerilla warfare, attacking and fading away before anyone can react, often decapitating an enemy's leadership in the process.
Rangers
Type: Foot
Weight: 1 Ton
BV: 50
Cost: $2,512,112.89 C-bills
Movement: 1
Troopers: 10
Armor: Sneak Suit (Camo, IR, ECM)
Divisor: 1
Primary Weapon: Rifle (Radium Sniper)
Damage per trooper: 1=0, 2-3=1, 4-6=2, 7-8=3, 9-10=4
Base Range: 3
Training:
XCT
Support Weapon Teams
These serve the same function for the Eldar that the Imperial Guard's heavy weapons teams do for the Imperium's regular army... and in battletech, have the same troubles.
Support Weapon Formations
Type: Foot
Weight: .6
BV: 23
Cost: $470,818.01 C-bills
Movement: 1
Troopers: 6 (2/3)
Armor: Ablative/Flak (Standard)
Divisor: 1
Primary Weapon: Needler Rifle
Secondary Weapon: Particle Cannon (Semiportable)
Damage per trooper: 1-2=1, 3-4=2, 5-6=3
Base Range: 0
Guardian Jetbikes
Some Eldar Nomad groups have the means to equip their militia with hover craft, creating a deadly fast striking force.
Note: This is organized into 4 squads of 3 people, so in battletech terms, this is a full platoon of 12 people.
Guardian Jetbike Squad
Type: Mechanized (Hover)
Weight: 12
BV: 33
Cost: $1,134,988.58 C-bills
Movement: 5
Troopers: 12 (3/4)
Armor: Ablative/Flak (standard)
Divisor: 1
Primary Weapon: Needler Rifle (Shredder, Heavy)
Secondary Weapon: Needler, Support (Firedrake)
Damage per trooper: 1-2=1, 3=2, 4-5=3, 6=4, 7-8=5, 9=6, 10-11=7, 12=8
Base Range: 0
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the Marine, IG, and Ork vehicles!
Some day I will get around to putting together the Ork stuff. I have a few ideas, but no real plans for them yet. I'm not really going by any kind of list, just making what I feel like at any given time. Orks are probably my least favorite group in 40k though, so my motivation to work on their stuff is a bit lacking. Someday it'll happen though. If you want to make some and post it though, feel free.
Leman Russ' and variants are going to come soon though.
-
The advantage of the support weapon rules as they are gives the secondary weapon the range of the primary if there's only one per squad, so the Auto Grenade Launcher (or Heavy, which you used to boost the damage a bit) gets the range of the lasgun.
-
The disadvantage is also that the support weapon gets the range of the lasgun, for example the Anti-Tank squad's ER clan support lasers have their range cut in half. In the eldar guardian squad, it's firedrake support needler also looses range. As does the eldar support weapon squad. Meanwhile, the special weapons squad does get the lasgun's range, but loses the reason you would take a flamer in the first place: the flame quality.
Were the rules less abstract, you could have the secondary weapons' damage cutting in at the appropriate range, and the special effects of the weapons taking effect at the ranges the weapon is active at.
-
I totally agree the lower end of the rules needs a re-write. I'm working on power packs right now, and I posted a thread about machine guns a little while ago.
-
I'm actually following the one on machine guns. I find some of their comments in that thread a bit annoying.
-
Which thread is that? Mine has no replies (http://bg.battletech.com/forums/index.php?topic=55497.0).
-
I was talking about the one in the rules questions area. Might have been someone else's though.
-
If you're talking about the Machine Gun Array threads, yes, they belong to other people. Also, I just posted my thread on Power Packs if you're interested.
-
Made corrections to all those infantry based on errors Daryk helped me figure out.
-
Been lurking on this thread for a hot minute- super late to reply.
One thing you might look at vis a vis infantry heavy weapons lack of distinction is expanding your use of field guns. Autocannon subs as CLmg, lascannon subs to MedChemlaser, melta subs to vehicular flamer packing inferno ammo, etc.
Also, I question the use of a short Tom on your vindicator. A 45 meter blast radius is extravagantly larger than the wh40k large blast template, think a snub sniper might be more appropriate.
All around great stuff, I'll be watching with interest.
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Been lurking on this thread for a hot minute- super late to reply.
Awesome, the more the merrier. Welcome.
One thing you might look at vis a vis infantry heavy weapons lack of distinction is expanding your use of field guns. Autocannon subs as CLmg, lascannon subs to MedChemlaser, melta subs to vehicular flamer packing inferno ammo, etc.
From TO pg 310:
Any vehicular-scale autocannon (including light, standard, Ultra, LB-X, rotary, and ProtoMech), Gauss weapon (excluding heavy and Hyper-Assault
types), or Rifl e (Cannon, see p. 338) may be used as a Field Gun
And on the next page:
Only motorized conventional infantry platoons or mechanized conventional infantry platoons with a Wheeled or Tracked motive type may
be equipped with Field Guns.
So not only are the choices of what to use as a field gun restrictive (machine guns, chem lasers, and vehicular flamers aren't allowed), but you have to be a motorized or mechanized platoon as well. I did think about using larger field guns (UAC-5 for autocannon) but decided I wanted to preserve the size of the heavy weapons teams as 6 man teams instead of the much larger numbers it would have taken for field-gun teams. I also preferred to keep them as foot infantry.
Using any ammo dependent weapon as a field gun is something I have considered as a house rule for my own games though, so I certainly wouldn't discourage anyone from doing that if they want, however I prefer to have all my designs legal, and putting those field guns on them wouldn't be.
Also, I question the use of a short Tom on your vindicator. A 45 meter blast radius is extravagantly larger than the wh40k large blast template, think a snub sniper might be more appropriate.
The vindicator is a tank hunter, with the most powerful cannon it can mount. A cannon that is the most powerful a cannon can get right up until you get to autokill effects on titan weapons. One that is AoE, but much shorter range than true artillery like a basilisk or whirlwind. I have no regrets using the Long Tom Cannon on it. Also I feel I must point out that all of the artillery cannons have the same blast radius, so using the sniper cannon would just reduce the damage, not the blast radius.
All around great stuff, I'll be watching with interest.
Thanks! If you ever feel like it you are welcome to post your own versions of things here to, whether it is something I haven't gotten to yet or something you want a little different, it's all welcome here. As I said earlier in the thread, different forge worlds make different patterns of the same stuff, so differences in caliber and other things are just the same vehicle made by a different forge world (or sept/craftworld/etc).
-
Leman Russ Tanks
For these I got most of my information from Lexicanum (http://wh40k.lexicanum.com/wiki/Leman_Russ_Battle_Tank) which also has links to all of the variants, and a decent picture of each. I am being lazy and just going to let you follow those links to see the pictures, if you need one.
Some notes before I get on with it:
- The Leman Russ and it's variants in 40k range from 60-70 tons. I made all of mine 100, disregarding their normal weight, in favor of being able to build them to do what I think they should be able to do.
- They use I.C.E. engines primarily because of the prevalence of smoke stacks on them. It also makes them fairly cheap.
- Their relatively low speed is in line, for the most part, with their listed speeds in the Lexicanum. It also fits with everything in 40k ground combat being based of the movement of infantry, in that these are going at similar speeds as infantry rather than the speeds our modern day tanks can reach, or even other battletech tanks.
- I did not do versions of 2 variants. One the incinerator, is no longer able to be made, and the other, the thunderer is an obsolete bad version of the demolisher variant.
- While there are many variations of the front weapon mount and the sponson mounts, I decided to remain relatively consistent using the same setup on most of these variants for those. I did this because it would make these tanks more dangerous, and therefore, theoretically, more feared and respected, and because it is the variation I like. Everyone is of course free to make their own versions, and even post them here if they want (I encourage it!)
Now for the tanks:
Battle Tank
Battle Tank
Mixed (Base IS)
100 tons
BV: 1,141
Cost: 3,475,667 C-bills
Movement: 2/3 (Tracked)
Engine: 200 ICE
Internal: 50
Armor: 248
Internal Armor
--------------------------------------
Front 10 62
Right 10 49
Left 10 49
Rear 10 39
Turret 10 49
Weapon Loc Heat
----------------------------------------
Vehicle Flamer FR 3
Plasma Cannon (ST) (Clan) RS 7
Plasma Cannon (ST) (Clan) LS 7
Sniper TU 10
Ammo Loc Shots
----------------------------------------
Vehicle Flamer Ammo BD 20
Vehicle Flamer Ammo BD 20
Sniper Ammo BD 10
Sniper Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
Demolisher
Demolisher
Mixed (Base IS)
100 tons
BV: 1,578
Cost: 4,158,333 C-bills
Movement: 1/2 (Tracked)
Engine: 100 ICE
Internal: 50
Armor: 390
Internal Armor
--------------------------------------
Front 10 94
Right 10 78
Left 10 78
Rear 10 62
Turret 10 78
Weapon Loc Heat
----------------------------------------
Vehicle Flamer FR 3
Plasma Cannon (ST) (Clan) RS 7
Plasma Cannon (ST) (Clan) LS 7
Long Tom Cannon TU 20
Ammo Loc Shots
----------------------------------------
Vehicle Flamer Ammo BD 20
Vehicle Flamer Ammo BD 20
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Long Tom Cannon Ammo BD 5
Long Tom Cannon Ammo BD 5
Long Tom Cannon Ammo BD 5
Long Tom Cannon Ammo BD 5
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
Vanquisher
Vanquisher
Mixed (Base IS)
100 tons
BV: 1,561
Cost: 5,826,667 C-bills
Movement: 2/3 (Tracked)
Engine: 200 ICE
Internal: 50
Armor: 248
Internal Armor
--------------------------------------
Front 10 62
Right 10 49
Left 10 49
Rear 10 39
Turret 10 49
Weapon Loc Heat
----------------------------------------
Vehicle Flamer FR 3
Plasma Cannon (ST) (Clan) RS 7
Plasma Cannon (ST) (Clan) LS 7
Gauss Rifle (Clan) TU 1
Ammo Loc Shots
----------------------------------------
Vehicle Flamer Ammo BD 20
Vehicle Flamer Ammo BD 20
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Gauss Ammo BD 8
Gauss Ammo BD 8
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
Targeting Computer BD
Nova CEWS BD
Communications Equipment (2 ton) BD
Exterminator
Exterminator
Mixed (Base IS)
100 tons
BV: 1,304
Cost: 3,675,667 C-bills
Movement: 2/3 (Tracked)
Engine: 200 ICE
Internal: 50
Armor: 248
Internal Armor
--------------------------------------
Front 10 62
Right 10 49
Left 10 49
Rear 10 39
Turret 10 49
Weapon Loc Heat
----------------------------------------
Plasma Cannon (ST) (Clan) RS 7
Plasma Cannon (ST) (Clan) LS 7
Rotary AC/2 TU 1
Rotary AC/2 TU 1
Vehicle Flamer FR 3
Ammo Loc Shots
----------------------------------------
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Rotary AC/2 Ammo BD 45
Rotary AC/2 Ammo BD 45
Vehicle Flamer Ammo BD 20
Vehicle Flamer Ammo BD 20
Rotary AC/2 Ammo BD 45
Rotary AC/2 Ammo BD 45
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
Bulldozer FR
Annihilator
Annihilator
Mixed (Base IS)
100 tons
BV: 1,395
Cost: 3,816,667 C-bills
Movement: 2/3 (Tracked)
Engine: 200 ICE
Internal: 50
Armor: 248
Internal Armor
--------------------------------------
Front 10 62
Right 10 49
Left 10 49
Rear 10 39
Turret 10 49
Weapon Loc Heat
----------------------------------------
Plasma Cannon (ST) (Clan) RS 7
Plasma Cannon (ST) (Clan) LS 7
Large Chem Laser (Clan) FR 6
Large Chem Laser (Clan) TU 6
Large Chem Laser (Clan) TU 6
Vehicular Grenade Launcher FR 1
Vehicular Grenade Launcher RR 1
Vehicular Grenade Launcher LS 1
Vehicular Grenade Launcher RS 1
Ammo Loc Shots
----------------------------------------
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
Mounted Searchlight FR
Bulldozer FR
Executioner
Executioner
Mixed (Base IS)
100 tons
BV: 1,406
Cost: 3,661,667 C-bills
Movement: 2/3 (Tracked)
Engine: 200 ICE
Internal: 50
Armor: 248
Internal Armor
--------------------------------------
Front 10 62
Right 10 49
Left 10 49
Rear 10 39
Turret 10 49
Weapon Loc Heat
----------------------------------------
Plasma Cannon (ST) (Clan) RS 7
Plasma Cannon (ST) (Clan) LS 7
Vehicle Flamer FR 3
Plasma Rifle TU 10
Ammo Loc Shots
----------------------------------------
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Vehicle Flamer Ammo BD 20
Vehicle Flamer Ammo BD 20
Plasma Rifle Ammo BD 10
Plasma Rifle Ammo BD 10
Plasma Rifle Ammo BD 10
Plasma Rifle Ammo BD 10
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
Targeting Computer BD
Punisher
Punisher
Mixed (Base IS)
100 tons
BV: 1,219
Cost: 6,323,667 C-bills
Movement: 2/3 (Tracked)
Engine: 200 ICE
Internal: 50
Armor: 248
Internal Armor
--------------------------------------
Front 10 62
Right 10 49
Left 10 49
Rear 10 39
Turret 10 49
Weapon Loc Heat
----------------------------------------
Plasma Cannon (ST) (Clan) RS 7
Plasma Cannon (ST) (Clan) LS 7
Vehicle Flamer FR 3
Light Machine Gun TU 0
Light Machine Gun TU 0
Light Machine Gun TU 0
Light Machine Gun TU 0
Light Machine Gun TU 0
Light Machine Gun TU 0
Light Machine Gun TU 0
Light Machine Gun TU 0
Light Machine Gun Array TU 0
Light Machine Gun Array TU 0
Ammo Loc Shots
----------------------------------------
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Vehicle Flamer Ammo BD 20
Vehicle Flamer Ammo BD 20
Light Machine Gun Ammo BD 200
Light Machine Gun Ammo BD 200
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
Armored Motive System BD
Beagle Active Probe BD
Eradicator
Eradicator
Mixed (Base IS)
100 tons
BV: 1,176
Cost: 4,416,667 C-bills
Movement: 2/3 (Tracked)
Engine: 200 ICE
Internal: 50
Armor: 248
Internal Armor
--------------------------------------
Front 10 62
Right 10 49
Left 10 49
Rear 10 39
Turret 10 49
Weapon Loc Heat
----------------------------------------
Vehicle Flamer FR 3
Plasma Cannon (ST) (Clan) RS 7
Plasma Cannon (ST) (Clan) LS 7
Sniper Cannon TU 10
Ammo Loc Shots
----------------------------------------
Vehicle Flamer Ammo BD 20
Vehicle Flamer Ammo BD 20
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Plasma Cannon Ammo BD 10
Sniper Cannon Ammo BD 10
Sniper Cannon Ammo BD 10
Sniper Cannon Ammo BD 10
Sniper Cannon Ammo BD 10
Equipment Loc
----------------------------------
Sponson Turret RS
Sponson Turret LS
Beagle Active Probe BD
Bulldozer FR
Conqueror
Conqueror
Mixed (Base IS)
100 tons
BV: 1,341
Cost: 2,755,000 C-bills
Movement: 3/5 (Tracked)
Engine: 300 ICE
Internal: 50
Armor: 248
Internal Armor
--------------------------------------
Front 10 62
Right 10 49
Left 10 49
Rear 10 39
Turret 10 49
Weapon Loc Heat
----------------------------------------
Ultra AC/10 TU 4
Large Chem Laser (Clan) FR 6
Ammo Loc Shots
----------------------------------------
Ultra AC/10 Ammo BD 10
Ultra AC/10 Ammo BD 10
Ultra AC/10 Ammo BD 10
Ultra AC/10 Ammo BD 10
Ultra AC/10 Ammo BD 10
Large Chemical Laser Ammo BD 10
Large Chemical Laser Ammo BD 10
Equipment Loc
----------------------------------
Targeting Computer BD
There are also some other vehicles based on the Leman Russ Hull as well, I decided to include them:
Atlas Recovery Vehicle
Atlas Recovery Vehicle
Mixed (Base IS)
100 tons
BV: 659
Cost: 2,274,500 C-bills
Movement: 3/5 (Tracked)
Engine: 300 ICE
Internal: 40
Armor: 192
Internal Armor
--------------------------------------
Front 10 58
Right 10 48
Left 10 48
Rear 10 38
Weapon Loc Heat
----------------------------------------
Machine Gun FR 0
Machine Gun FR 0
Machine Gun FR 0
Machine Gun Array FR 0
Ammo Loc Shots
----------------------------------------
Machine Gun Ammo BD 200
Equipment Loc
----------------------------------
Lift Hoist RR
Lift Hoist RR
Lift Hoist RR
Lift Hoist RR
Trailer Hitch RR
Mobile Field Base BD
My version of the atlas goes far beyond what the 40k one can do, mostly because I can. I put the maximum number of lift hoists on this, and interpretted it's "may repair some motive damaged vehicles in the field" to giving it a full on modile field base.
Colossus Bombard
Colossus Bombard
Mixed (Base IS)
100 tons
BV: 1,279
Cost: 4,613,333 C-bills
Movement: 1/2 (Tracked)
Engine: 100 ICE
Internal: 40
Armor: 192
Internal Armor
--------------------------------------
Front 10 58
Right 10 48
Left 10 48
Rear 10 38
Weapon Loc Heat
----------------------------------------
Arrow IV FR 10
Arrow IV FR 10
Arrow IV FR 10
Arrow IV FR 10
Ammo Loc Shots
----------------------------------------
Fuel/Air Arrow IV Ammo BD 5
Fuel/Air Arrow IV Ammo BD 5
Fuel/Air Arrow IV Ammo BD 5
Fuel/Air Arrow IV Ammo BD 5
Fuel/Air Arrow IV Ammo BD 5
Fuel/Air Arrow IV Ammo BD 5
Fuel/Air Arrow IV Ammo BD 5
Again I didn't stick with exactness on this. I took a weapon that can fire fuel air rounds, and was shorter range than the weapon I gave the basilisk, and still brought similar damage, then I put as many as I could on this, where the 40k version has a single massive, gigantic mortar. I feel like having a cluster of arrow IV launchers will be an okay approximation to the huge shells the original fired.
Destroyer Tank HunterDestoyer Tank Hunter
Mixed (Base IS)
100 tons
BV: 1,362
Cost: 8,482,667 C-bills
Movement: 2/3 (Tracked)
Engine: 200 ICE
Internal: 40
Armor: 192
Internal Armor
--------------------------------------
Front 10 58
Right 10 48
Left 10 48
Rear 10 38
Weapon Loc Heat
----------------------------------------
RISC Hyper Laser FR 24
Equipment Loc
----------------------------------
Bulldozer FR
Targeting Computer BD
Armored Motive System BD
Angel ECM Suite BD
Bloodhound Active Probe BD
These seems pretty self explanatory. The Hyper Laser is analogue to the Laser Destroyer, giving it a long range punch it has in 40k.
Arachnos QuadVee
Arachnos QuadVee
Mixed (Base Clan)
100 tons
Movement: 2/3
Engine: 200 Compact
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 160
Armor: 280/323
Internal Armor
--------------------------------------
Center Torso 31 41
Center Torso (rear) 13
Right Torso 21 28
Right Torso (rear) 9
Left Torso 21 28
Left Torso (rear) 9
Front Right Leg 21 36
Front Left Leg 21 36
Rear Right Leg 21 36
Rear Left Leg 21 35
Weapon Loc Heat
----------------------------------------
Plasma Cannon LT 7
Plasma Cannon RT 7
Vehicle Flamer CT 3
Long Tom Cannon LT/CT 20
Ammo Loc Shots
----------------------------------------
Plasma Cannon Ammo RT 10
Plasma Cannon Ammo RT 10
Plasma Cannon Ammo RT 10
Plasma Cannon Ammo RT 10
Vehicle Flamer Ammo RT 20
Long Tom Cannon Ammo RT 5
Long Tom Cannon Ammo RT 5
Equipment Loc
----------------------------------
Standard None
Conversion Equipment Legs
Tracks Legs
QuadVee Cockpit Head
I never realized 40k had a quadvee until I saw the brief description of this. Technically it still doesn't, but this just screamed "QuadVee" to me, so here it is. It is the only one with a non-ICE engine, but this thing really needed crit space, so I went with a compact. In 40k this is a one-of-a-kind unit, rather than a production model.
Finally, a bonus for the Ork fans in the thread:
Ork Looted Leman Russ
Looted Leman Russ
IS experimental
100 tons
BV: 907
Cost: 2,716,667 C-bills
Movement: 2/3 (Tracked)
Engine: 200 ICE
Internal: 50
Armor: 248
Internal Armor
--------------------------------------
Front 10 62
Right 10 49
Left 10 49
Rear 10 39
Turret 10 49
Weapon Loc Heat
----------------------------------------
Vehicle Flamer (ST) RS 3
Vehicle Flamer (ST) LS 3
Vehicle Flamer FR 3
Sniper TU 10
Vehicular Grenade Launcher RR 1
Vehicular Grenade Launcher (ST) RS 1
Vehicular Grenade Launcher FR 1
Vehicular Grenade Launcher (ST) LS 1
Vehicular Grenade Launcher TU 1
Ammo Loc Shots
----------------------------------------
Vehicle Flamer Ammo BD 20
Vehicle Flamer Ammo BD 20
Vehicle Flamer Ammo BD 20
Sniper Ammo BD 10
Sniper Ammo BD 10
Sniper Ammo BD 10
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
VGL Chaff Grenade None 1
Equipment Loc
----------------------------------
Bulldozer FR
Wrecking Ball TU
Sponson Turret RS
Sponson Turret LS
Salvage Arm RR
Booby Trap BD
Make sure to paint it red, and be careful, it might explode.
-
After some changes to my Infantry Calculator, I have a couple more entries:
Squiggoths
(http://i123.photobucket.com/albums/o285/MrChaos_album/IMG_1073.jpg)
Big Squiggoth Squad
Big Squiggoth Squad
Type: Squiggoth
Weight: 7.5 Tons
BV: 196
Cost: $803,419.08 C-bills
Movement: 5
Troopers: 10
Armor: Ballistic Plate, Standard
Divisor: 8
Primary Weapon: Gyroslug Carbine
Secondary Weapon: Mortar (Heavy, Non-Inferno Ammo)
Damage per trooper: 1=0, 2-3=1, 4-6=2, 7-8=3, 9-10=4
Base Range: 3
Disposable Weapon: Rocket Launcher (LAW)
Damage per trooper: 1-2=1, 3-4=2, 5-6=3, 7-8=4, 9-10=5
Base Range: 2
Bonus Melee Damage: 7D6 (2)
Gargantuan Squiggoth Squad
Gargantuan Squiggoth Platoon
Type: Gargantuan Squiggoth
Weight: 100 Tons
BV: 647
Cost: $1,292,735.66 C-bills
Movement: 6
Troopers: 20
Armor: Ballistic Plate, Standard
Divisor: 14
Primary Weapon: Gyroslug Carbine
Secondary Weapon: Machine Gun (Support)
Damage per trooper: 1=1, 2=2, 3=3, 4=3, 5=4, 6=5, 7=6, 8=7, 9=8, 10=9, 11=9, 12=10, 13=11, 14=12, 15=13, 16=14, 17=14, 18=15, 19=16, 20=17
Base Range: 2
Bonus Melee Damage: 10D6 (3)
-
Valkyrie and Variants
While the Valkyrie is listed as a 13 ton 'orbital flier' I decided to up it to 30 tons, in order to fit everything I wanted onto it, including enough bomb mounts to get the option of having the same amount of ordnance on the Valkyrie itself. I used ASF as the base type, since they can leave the atmosphere, and have VSTOL capability, I felt they were the closest I could get.
Dedicated Ground Support fighters, the Valkyrie series is actually flown by the Imperial Navy. They just don't do much other than support the imperial guard, and are often attached on a permanent basis to Imperial Guard units.
Valkyrie Infantry Carrier
(https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcSTfspn3dn6_icuaaT_unge2nELSeCo-LZbESy20zuNuvmGqo9s)
Valkyrie Infantry Carrier
IS experimental
30 tons
BV: 224
Cost: 933,340 C-bills
Movement: 3/5
Engine: 30
Heat Sinks: 10
Structural Integrity: 3
Armor: 56
Armor
-----------------------------
Nose 14
Left Wing 14
Right Wing 14
Aft 14
Weapon Loc Heat
----------------------------------------
Machine Gun RWG 0
Machine Gun LWG 0
Medium VSP Laser NOS 7
Ammo Loc Shots
----------------------------------------
Half Machine Gun Ammo AFT 100
Equipment Loc
----------------------------------
Foot Infantry (3 tons) AFT
Cargo (10 tons) AFT
Vulture Gunship
(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcSymHPca5RIcNRCKsWwnGX7pNIRUqcIJnjmLW8tfzyAPQ9hehzzfg)
Vulture Gunship
IS experimental
30 tons
BV: 567
Cost: 1,102,678 C-bills
Movement: 3/5
Engine: 30
Heat Sinks: 10
Structural Integrity: 3
Armor: 56
Armor
-----------------------------
Nose 14
Left Wing 14
Right Wing 14
Aft 14
Weapon Loc Heat
----------------------------------------
Rotary AC/5 NOS 1
Machine Gun NOS 0
Machine Gun NOS 0
Machine Gun NOS 0
Machine Gun Array NOS 0
Ammo Loc Shots
----------------------------------------
Rotary AC/5 Ammo AFT 20
Rotary AC/5 Ammo AFT 20
Rotary AC/5 Ammo AFT 20
Half Machine Gun Ammo AFT 100
Equipment Loc
----------------------------------
Targeting Computer NOS
Vendetta Heavy Gunship
(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcS5UcV0vHkaY0FoLKQEuRYxd-tH7BTmbUugRGSTue8TBvU8Ev_O)
Vendetta Heavy Gunship
Mixed (Base IS)
30 tons
BV: 750
Cost: 1,611,265 C-bills
Movement: 3/5
Engine: 30
Heat Sinks: 10 [20]
Structural Integrity: 3
Armor: 56
Armor
-----------------------------
Nose 14
Left Wing 14
Right Wing 14
Aft 14
Weapon Loc Heat
----------------------------------------
Large Chem Laser (Clan) NOS 6
Large Chem Laser (Clan) NOS 6
ER Medium Laser (Clan) RWG 5
ER Medium Laser (Clan) RWG 5
ER Medium Laser (Clan) LWG 5
ER Medium Laser (Clan) LWG 5
Ammo Loc Shots
----------------------------------------
Large Chemical Laser Ammo AFT 10
Large Chemical Laser Ammo AFT 10
Large Chemical Laser Ammo AFT 10
Equipment Loc
----------------------------------
Beagle Active Probe NOS
Valkyrie Sky Talon
(https://www.forgeworld.co.uk/resources/catalog/product/600x620/99590108082_ValkyrieSkyTalon01.jpg)
Valkyrie Sky Talon
IS experimental
30 tons
BV: 164
Cost: 2,037,685 C-bills
Movement: 3/5
Engine: 30 XXL
Heat Sinks: 10
Cockpit: Small Cockpit
Structural Integrity: 3
Armor: 59 (Heavy Ferro-Aluminum)
Armor
-----------------------------
Nose 15
Left Wing 15
Right Wing 14
Aft 15
Weapon Loc Heat
----------------------------------------
Machine Gun NOS 0
Ammo Loc Shots
----------------------------------------
Machine Gun Ammo NOS 200
Equipment Loc
----------------------------------
Heavy Ferro-Aluminum AFT
Cargo (10 tons) LWG
Cargo (10 tons) RWG
-
Added Table of Contents Links to first post in thread.
-
Ork Walkers
The savage hordes of the Orks value only one thing: battle. Every part of their society is based on preparing for the next battle. Even their technicians only ply their trade in order to create greater and deadlier machines of death.
Ork Killa' Kan
(http://www.braintyrefire.com/personal/w40k/Bad-Moonz-Killa-Kan-2a.jpg)
Ork Killa' Kan
IS experimental
10 tons
BV: 173
Cost: 704,110 C-bills
Movement: 3/5
Engine: 30
Heat Sinks: 10
Cockpit: Small Cockpit
Gyro: Standard Gyro
Internal: 19
Armor: 41/41
Internal Armor
--------------------------------------
Center Torso 4 6
Center Torso (rear) 2
Right Torso 3 5
Right Torso (rear) 1
Left Torso 3 5
Left Torso (rear) 1
Right Arm 1 2
Left Arm 1 2
Right Leg 2 4
Left Leg 2 4
Weapon Loc Heat
----------------------------------------
Flamer RA 3
Equipment Loc
----------------------------------
Claw LA
Standard None
Ork Dreadnought
(http://vignette1.wikia.nocookie.net/warhammer40k/images/7/7f/Deff_Dread_5th_ed.jpg/revision/latest?cb=20130503015633)
Ork Dreadnought
IS experimental
15 tons
BV: 309
Cost: 978,247 C-bills
Movement: 3/5
Engine: 45
Heat Sinks: 10
Cockpit: Small Cockpit
Gyro: Standard Gyro
Internal: 26
Armor: 48/55
Internal Armor
--------------------------------------
Center Torso 5 7
Center Torso (rear) 2
Right Torso 4 6
Right Torso (rear) 1
Left Torso 4 6
Left Torso (rear) 1
Right Arm 2 3
Left Arm 2 3
Right Leg 3 5
Left Leg 3 5
Weapon Loc Heat
----------------------------------------
Light PPC LT 5
Heavy Flamer RT 5
Equipment Loc
----------------------------------
Claw RA
Claw LA
Stompa'
(http://vignette1.wikia.nocookie.net/warhammer40k/images/3/32/Ork_Stompa_Goffs.jpg/revision/latest?cb=20120214213040)
Stompa
IS experimental
100 tons
BV: 1,591
Cost: 9,631,500 C-bills
Movement: 3/5
Engine: 300
Heat Sinks: 11 [22]
Gyro: Standard Gyro
Internal: 152
Armor: 209/307 Industrial
Internal Armor
--------------------------------------
Center Torso 31 32
Center Torso (rear) 10
Right Torso 21 22
Right Torso (rear) 7
Left Torso 21 22
Left Torso (rear) 7
Right Arm 17 23
Left Arm 17 23
Right Leg 21 28
Left Leg 21 26
Weapon Loc Heat
----------------------------------------
Fluid Gun CT 0
Long Tom Cannon RA/RT 20
Rotary AC/2 RA 1
Light Machine Gun LA 0
Light Machine Gun LT 0
Light Machine Gun LT 0
Light Machine Gun HD 0
Ammo Loc Shots
----------------------------------------
Fluid Gun Ammo LL 20
Fluid Gun Ammo RL 20
Rotary AC/2 Ammo RA 45
Long Tom Cannon Ammo RA 5
Long Tom Cannon Ammo RA 5
Half Light Machine Gun Ammo LL 100
Equipment Loc
----------------------------------
Hatchet LA
Big Stompa'
(http://www.the-waaagh.com/forums/uploads//monthly_10_2007/post-3958-1192558774.jpg)
Big Stompa
IS experimental
150 tons
BV: 2,223
Cost: 37,461,875 C-bills
Movement: 2/3
Engine: 300 XL
Heat Sinks: 21 [42]
Cockpit: Superheavy Cockpit
Gyro: Superheavy Gyro
Internal: 227
Armor: 458/457
Internal Armor
--------------------------------------
Center Torso 45 68
Center Torso (rear) 22
Right Torso 32 48
Right Torso (rear) 16
Left Torso 32 48
Left Torso (rear) 16
Right Arm 25 50
Left Arm 25 50
Right Leg 32 64
Left Leg 32 64
Weapon Loc Heat
----------------------------------------
Fluid Gun CT 0
Long Tom Cannon RA/RT 20
Light Machine Gun LT 0
Light Machine Gun (R) LT 0
Rotary AC/2 RA 1
Rotary AC/2 RA 1
Narc LA 0
Medium VSP Laser HD 7
Ammo Loc Shots
----------------------------------------
Fluid Gun Ammo LT 20
Fluid Gun Ammo RL 20
Long Tom Cannon Ammo RT 5
Long Tom Cannon Ammo RT 5
Half Light Machine Gun Ammo LT 100
Rotary AC/2 Ammo RT 45
Rotary AC/2 Ammo RT 45
Narc Bola Pods LA 6
Narc Bola Pods LA 6
Equipment
----------------------------------
2 Lift Hoist
For this last one, the Lifta' Dropa' is being represented by a combination of Narc with Bola Pods and the lift hoists that give it the power to pick up any normal sized mech. Unfortunately that is as close as I think I can get to the magic tractor beams, even though it is something of a far cry from it.
In addition, like the imperium, the Ork clans tend to build structures around their largest walkers (both types of Stompas), though in the Ork's case, it is primarily to hold infantry and doesn't add anything more than that. It is generally a low CF structure able to house a squad or two of conventional troops, and not really worth writing the stats for.
-
Adeptus Sororitas Vehicles
Immolator Tank
(http://vignette3.wikia.nocookie.net/warhammer40k/images/5/53/Immolator04.png/revision/latest?cb=20120409210638)
Immolator
Clan experimental
50 tons
BV: 588
Cost: 1,386,750 C-bills
Movement: 3/5 (Tracked)
Engine: 150 ICE
Internal: 25
Armor: 160
Internal Armor
--------------------------------------
Front 5 42
Right 5 31
Left 5 31
Rear 5 20
Turret 5 36
Weapon Loc Heat
----------------------------------------
Fluid Gun TU 0
Fluid Gun TU 0
Ammo Loc Shots
----------------------------------------
Fluid Gun Ammo BD 20
Fluid Gun Ammo BD 20
Fluid Gun Ammo BD 20
Fluid Gun Ammo BD 20
Equipment Loc
----------------------------------
Bulldozer FR
Armored Motive System BD
Carrying Capacity:
Troops - 6.0 tons
The Ecclesiarchy's military arm's unique tank is a combination squad transport and mobile inferno source. The fluid guns are supplied with several tons of inferno fuel as a standard, and generally make short work on any tanks or vehicles that come within their reach. The ecclesiarchy of the Imperium is not allowed to have their own main battletank, so this is one of the most common vehicles in their ranks, alongside the same Rhino transports that the space marines use.
Exorcist Tank
(http://www.coolminiornot.com/pics/pics11/img4514c7f9c0dfd.jpg)
Excorcist
Base Clan
75 tons
BV: 928
Cost: 9,649,500 C-bills
Movement: 3/5 (Tracked)
Engine: 225 XL
Internal: 40
Armor: 160
Internal Armor
--------------------------------------
Front 8 42
Right 8 31
Left 8 31
Rear 8 20
Turret 8 36
Weapon Loc Heat
----------------------------------------
'Mech Mortar 8 TU 10
'Mech Mortar 8 TU 10
'Mech Mortar 8 TU 10
'Mech Mortar 8 TU 10
'Mech Mortar 8 TU 10
'Mech Mortar 8 TU 10
Ammo Loc Shots
----------------------------------------
Airburst Mortar 8 Ammo BD 52
This is what passes for artillery for the ecclesiarchy's militant branch. A huge cluster of mortars. While not true artillery, it's airburst munitions can be just as dangerous as traditional artillery. Designed more as an Icon than a combat tank, the Exocist is still a decently effective weapon.
-
Space Marine Scout Squad
Scout Squad
Type: Foot
Weight: .85 Tons
BV: 40
Cost: $1,743,042.95 C-bills
Movement: 1
Troopers: 10
Armor: DEST Infiltration Suit
Divisor: 1
Primary Weapon: Rifle (Minolta 9000)
Secondary Weapon: SRM Launcher (Heavy, Non-Inferno Ammo)
Damage per trooper: 1=0, 2-3=1, 4-6=2, 7-8=3, 9-10=4
Base Range: 2
Disposable Weapon: Grenade (Non-Inferno)
Damage per trooper: 1-2=1, 3-4=2, 5-6=3, 7-8=4, 9-10=5
Before you can join the Elite ranks of the Space Marine, you must first serve time in their scout squads. These warriors infiltrate an objective to preform recon, assassination, and sabotage.
-
Hm? 24 tubes on that "organ", isn't that right? Two mortar per tube, interesting fire rate ;D
-
Well, the fire rate from the table top is random, so I just picked a number I liked mostly lol.
-
Warhound Scout Titan
https://1d4chan.org/images/thumb/6/63/Warhound9.jpg/300px-Warhound9.jpg (https://1d4chan.org/images/thumb/6/63/Warhound9.jpg/300px-Warhound9.jpg)
Warhound Scout Titan
IS experimental
125 tons
BV: 2,632
Cost: 149,100,188 C-bills
Movement: 3/5
Engine: 375 XXL
Heat Sinks: 19 [38]
Cockpit: Command Console
Gyro: Superheavy Gyro
Internal: 188 (Endo-Steel)
Armor: 380/379
Internal Armor
--------------------------------------
Center Torso 38 57
Center Torso (rear) 19
Right Torso 26 39
Right Torso (rear) 13
Left Torso 26 39
Left Torso (rear) 13
Right Arm 21 42
Left Arm 21 42
Right Leg 26 52
Left Leg 26 52
Weapon Loc Heat
----------------------------------------
Plasma Rifle LA 10
Plasma Rifle LA 10
Rotary AC/5 RA 1
Rotary AC/5 RA 1
AMS CT 1
Ammo Loc Shots
----------------------------------------
Plasma Rifle Ammo LA 10
Plasma Rifle Ammo LA 10
Plasma Rifle Ammo LA 10
Plasma Rifle Ammo LA 10
Rotary AC/5 Ammo RA 20
Rotary AC/5 Ammo RA 20
Rotary AC/5 Ammo RA 20
Rotary AC/5 Ammo RA 20
AMS Ammo LT 12
AMS Ammo LT 12
AMS Ammo LT 12
Equipment Loc
----------------------------------
Bloodhound Active Probe CT
Communications Equipment (7 ton) RT
We joke about Lyran Scout Lances, but the Imperium designates these "Titans" that tower over even the mighty Atlas as "Scout". Compared to the other units in the Imperium's Titan Legions, the Warhound is fairly fast. It does also come with sensors and comm systems that would be a boon to any scout force... or command force if you need to use something like this to lead the lesser Gaurdsmen into battle.
-
Now I'm waiting for something that should be easy to do.......... IMPERIAL KNIGHTS!!!!! And maybe the Eldar Wraith knight as well... Hmm... give me a few days and I might do them myself. I think that would be fun!! >:D
-
It might be best to do those ones yourself. I stopped picking up new codexes a little while before those were introduced. I do have info for the Tau Riptide suit, but the other similar scale units I am not familiar with at all, I only know they exist. You'd probably do them better justice than I would. once you post them though, I'll add them to the Links of my OP.
-
It might be best to do those ones yourself. I stopped picking up new codexes a little while before those were introduced. I do have info for the Tau Riptide suit, but the other similar scale units I am not familiar with at all, I only know they exist. You'd probably do them better justice than I would. once you post them though, I'll add them to the Links of my OP.
OKdoki. Real life came out and bit me but I'm still going to do it!!!!
-
XV-104 Riptide
(http://www.frontlinegaming.org/wp-content/uploads/2016/10/1cca7d0ecf4151c02b9edb3a23e7b1d9.jpg)
The Tau Empire's heavy use of cybernetics lead to their developement before they developed a neurohelmet for combat use. Their first BattleMech to see combat was the Riptide, an omnimech that had at least two versions and used the Interface Cockpits.
Riptide Prime
XV-104 Riptide Prime
Mixed Tech
Omnimech
25 tons
BV: 845
Cost: 2,755,859 C-bills
Movement: 3/5/3
Engine: 75 XL
Heat Sinks: 10 [20]
Cockpit: Interface Cockpit
Gyro: None
Internal: 43 (Endo-Steel)
Armor: 89/89 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 8 12
Center Torso (rear) 4
Right Torso 6 9
Right Torso (rear) 3
Left Torso 6 9
Left Torso (rear) 3
Right Arm 4 8
Left Arm 4 8
Right Leg 6 12
Left Leg 6 12
Weapon Loc Heat
----------------------------------------
iATM 3 (Clan) LT 2
iATM 3 (Clan) LT 2
iATM 3 (Clan) RT 2
iATM 3 (Clan) RT 2
AP Gauss Rifle (Clan) LA 1
AP Gauss Rifle (Clan) LA 1
Ammo Loc Shots
----------------------------------------
AP Gauss Rifle Ammo LT 40
iATM 3 ER Ammo RT 20
iATM 3 HE Ammo LT 20
iATM 3 Ammo RT 20
Designed primarily to counter the heavy infantry deployed by the Imperium and the Orks, the much thicker armor and heavy firepower, allowed it to be as effective and overwhelming as a tank. As one would expect of a BattleMech.
Riptide A
XV-104 Riptide A
Mixed Tech
Omnimech
25 tons
BV: 939
Cost: 3,079,297 C-bills
Movement: 3/5/3
Engine: 75 XL
Heat Sinks: 10 [20]
Cockpit: Interface Cockpit
Gyro: None
Internal: 43 (Endo-Steel)
Armor: 89/89 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 8 12
Center Torso (rear) 4
Right Torso 6 9
Right Torso (rear) 3
Left Torso 6 9
Left Torso (rear) 3
Right Arm 4 8
Left Arm 4 8
Right Leg 6 12
Left Leg 6 12
Weapon Loc Heat
----------------------------------------
Light PPC LA 5
Plasma Cannon (Clan) LT 7
Plasma Cannon (Clan) RT 7
Ammo Loc Shots
----------------------------------------
Plasma Cannon Ammo RT 10
Plasma Cannon Ammo LT 10
A common variation on the Prime, Riptide A focuses on anti-armor. It uses plasma weaponry that can inflict serious damage on it's targets, and a light PPC which can sustain damage at longer range than most things on it's native battlefields.
-
I decided to put the Space Ship conversions in their own thread, and keep the rest of this to smaller scale stuff. You can find that thread here: http://bg.battletech.com/forums/index.php?topic=56647.0
I do still plan on adding more to this thread, like fighters for each faction, and possibly getting into Necron and other stuff.
-
It's been a while since I posted anything in here, so here is something new:
Kroot Mercenaries
(http://redelf.narod.ru/pi/w40k/ark_kroot.jpg) (http://wh40kart.im/_images/2e90d7cddb1e06f4f660b03126654cff.jpg)
Longtime allies of the Tau, the Kroot also send vast armies of infantry and beasts out into the universe to serve other forces as well. Talented with genetic manipulation in ways even the clans would be jealous of, these forces goal is to gather samples of a larger diversity of genetic material, however they can. The simplest way is to have people pay them to kill other people.
Carnivore Kindred
Kroot Carnivore Kindred
Type: Foot (Mountain Troop)
Weight: 2 tons
BV: 73
Cost: $446,398.79 C-bills
Movement: 1
Troopers: 20 (2 squads of 10)
Armor: Leathers
Divisor: 1
Primary Weapon: Rifle (Federated Long)
Secondary Weapon: None
Damage per trooper: 1-4=1, 5-7=2, 8-9=3, 10-12=4, 13-15=5,16-18=6, 19-20=7
Base Range: 1
Disposable Weapon: Grenade (Non-Inferno)
Damage per trooper: 1-2=1, 3-4=2, 5-6=3, 7-8=4, 9-10=5, 11-12=6, 13-14=7, 15-16=8, 17-18=9, 19-20=10
Training: Mountain Troops
Hound Pack
Kroot Hound Pack
Type: Foot (Mountain Troop)
Weight: 2.9 tons
BV: 73
Cost: $1,547,350.68 C-bills
Movement: 1
Troopers: 20 (10 squads of 2)
Armor: Leathers
Divisor: 1
Primary Weapon: Rifle (Federated Long)
Secondary Weapon: K-9 Kroot Hound
Damage per trooper: 1-4=1, 5-7=2, 8-9=3, 10-12=4, 13-15=5,16-18=6, 19-20=7
Base Range: 1
Disposable Weapon: Grenade (Non-Inferno)
Damage per trooper: 1-2=1, 3-4=2, 5-6=3, 7-8=4, 9-10=5, 11-12=6, 13-14=7, 15-16=8, 17-18=9, 19-20=10
Bonus melee damage: 20d6 (0)
Training: Mountain Troops
Krootox Herd
Kroot Krootox Herd
Type: Beast Mounted (Mountain Troop)
Weight: 2.9 tons
BV: 49
Cost: $445,309.06 C-bills
Movement: 3
Troopers: 5 (5 squads of 1)
Mounts: Krootox-Large
Armor: Leathers
Divisor: 2
Primary Weapon: Rifle (Federated-Barrett M42B)
Secondary Weapon: None
Damage per trooper: 1-4=1, 5-7=2, 8-9=3, 10-12=4, 13-15=5,16-18=6, 19-20=7
Base Range: 1
Bonus melee damage: 3d6 (1)
Training: Mountain Troops
Tracker Kindred
Kroot Tracker Kindred
Type: Foot (Mountain Troop)
Weight: 1 ton
BV: 32
Cost: $1,294,943.72 C-bills
Movement: 1
Troopers: 10 (1 squad of 10)
Armor: Sneak Suit (Camo)
Divisor: 1
Primary Weapon: Rifle (Federated Long)
Secondary Weapon: None
Damage per trooper: 1-2=0, 3-7=1, 8-10=2
Base Range: 2
Training: Mountain Troops
Vulture Kindred
Kroot Vulture Kindred
Type: Jump (Mountain Troop)
Weight: 4.2 tons
BV: 88
Cost: $1,160,636.86 C-bills
Movement: 3
Troopers: 20 (2 squads of 10)
Armor: Leathers
Divisor: 1
Primary Weapon: Rifle (Federated Long)
Secondary Weapon: None
Damage per trooper: 1-4=1, 5-7=2, 8-9=3, 10-12=4, 13-15=5,16-18=6, 19-20=7
Base Range: 1
Disposable Weapon: Grenade (Non-Inferno)
Damage per trooper: 1-2=1, 3-4=2, 5-6=3, 7-8=4, 9-10=5, 11-12=6, 13-14=7, 15-16=8, 17-18=9, 19-20=10
Training: Mountain Troops
Knarloc Rider Herd
Kroot Knarloc Rider Herd
Type: Beast Mounted (Mountain Troop)
Weight: 2.3 tons
BV: 38
Cost: $225,710.85 C-bills
Movement: 4
Troopers: 6 (6 squads of 1)
Mounts: Knarloc-Large
Armor: Leathers
Divisor: 2
Primary Weapon: Rifle (Federated Long)
Secondary Weapon: None
Damage per trooper: 1-4=1, 5-6=2
Base Range: 1
Bonus melee damage: 3d6 (1)
Training: Mountain Troops
Greater Knarloc Mounted Herd
Kroot Greater Knarloc Mounted Herd
Type: Beast Mounted (Mountain Troop)
Weight: 11.76 tons
BV: 86
Cost: $756,232.26 C-bills
Movement: 5
Troopers: 6 (3 squads of 2)
Mounts: Greater Knarloc-Very Large
Armor: Leathers
Divisor: 3
Primary Weapon: Rifle (Federated-Long)
Secondary Weapon: Grenade Launcher (Heavy Auto, Non-Inferno Ammo)
Damage per trooper: 1=1, 2=2, 3=4, 4=5, 5=6, 6=7
Base Range: 1
Bonus melee damage: 7d6 (2)
Training: Mountain Troops
(http://4.bp.blogspot.com/-UfrXc0UGNo4/UPnJ9NzJziI/AAAAAAAAA74/roiSTTKYlfY/s1600/Knarloc4.jpg)
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Devilfish Troop Transport
(https://images.dakkadakka.com/gallery/2010/3/2/87061-Tau%20Devilfish%20with%20Smart%20Missiles.jpg)
Devilfish Troop Transport
Mixed (Base Clan)
40 tons
BV: 1,076
Cost: 5,821,400 C-bills
Movement: 4/6 (Wing in Ground Effect)
Engine: 45
Internal: 16
Armor: 112 (Vehicular Stealth)
Internal Armor
--------------------------------------
Front 4 34
Right 4 28
Left 4 28
Rear 4 22
Weapon Loc Heat
----------------------------------------
iATM 3 (Sponson) RS 2
iATM 3 (Sponson) RS 2
iATM 3 (Sponson) LS 2
iATM 3 (Sponson) LS 2
Medium Pulse Laser FR 4
Ammo Loc Shots
----------------------------------------
iATM 3 Ammo BD 20
iATM 3 Ammo BD 20
Equipment Loc
----------------------------------
Vehicular Stealth (IS) BD
Vehicular Stealth (IS) BD
Sponson Turret RS
Sponson Turret LS
Angel ECM Suite BD
Bloodhound Active Probe BD
3 Chaff Pods (IS) BD
Carrying Capacity:
Troops - 2.5 tons
The primary troop tranpost for firewarrior squads. I included enough room for a 10 man squad and a pair of the gun drones I have previously posted, even though it isn't technically legal to carry the gun drones in an infantry bay. If that legality is a problem, then you simply have room for extra gear in with your squad.
The stealth armor was based on the Dawn of War Devilfish, which had stealth capabilities.
-
Tau Manta
(https://www.forgeworld.co.uk/resources/catalog/product/600x620/99590113031_TauManta04.jpg)
Class/Model/Name: Tau Manta
Tech: Clan
Vessel Type: Aerodyne DropShip
Mass: 499 tons
Safe Thrust: 2
Maximum Thrust: 3
Armor Type: Clan Ferro-Aluminum
Armament:
2 Gauss Rifles
6 Light PPCs
2 iATM-3s
16 AP Gauss Rifles
------------------------------------------------------------------------------
Class/Model/Name: Tau Manta
Mass: 499 tons
Equipment: Mass
Drive & Control: 61.00
Controls: 4.00
Thrust: Safe Thrust: 2
Maximum Thrust: 3
Structural Integrity: 10 25.00
Total Heat Sinks: 22 (44) Double 19.00
Fuel & Fuel Pumps: 4.00
Cargo and Consumables: 3.00
Armor Type: Clan Ferro Aluminum (960 total armor pts) 40.00
Standard Scale Armor Pts
Location: L / R
Fore: 250
Right: 250
Left: 250
Aft: 250
Cargo: -
Bay 1: Infantry Compartment (10 tons) 10.00
Cargo (3 ton) 3.00
Doors (1)
Bay 2: Battle Armor Bays (4 Man) (2) 12.00
Light Vehicle Bays (4) 200.00
Doors (2)
Crew and Passengers:
10 Crew Quarters-Steerage 50.00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
--------------------------------------------------------------------------------
2 Gauss Rifles (C) Nose 30 30 30 -- 2 24.00
2 iATM-3s Nose 12 12 -- -- 4 3.00
4 AP Gauss Rifles Nose 12 -- -- -- 4 2.00
1 TAG (C) Nose -- -- -- -- - 1.00
3 Light PPCs R/LW 15 -- -- -- 7 24.00
2 AP Gauss Rifles R/LW 6 -- -- -- 2 2.00
4 AP Gauss Rifles R/LW(r) 12 -- -- -- 2 4.00
--------------------------------------------------------------------------------
Ammo Mass
------------------------------------------------------------------------------
AP Gauss Rifle Ammo (160 rounds) 12.00
Gauss Rifle Ammo (16 Rounds) 2.00
iATM-3 Ammo (20 Salvos) 1.00
*This Dropship does not have the components to connect to a K-F Boom equipped Docking Hardpoint, and needs a Dropshuttle Bay in order to be transported.
A DropShuttle used by the Tau Empire for many uses. Small enough to be difficult to target with warship weapons, but big enough to deploy a sizable force. It carries heavy enough fire power to do small amounts of damage to a warship, but not be a credible threat to one on it's own. This DropShuttle is small enough to be carried internally by a warship and launched through DropShuttle Bays, but bigger than a small craft. It is small enough that cargo vehicles can move it about, allowing a warship to carry many and refill DropShuttle Bays as Mantas launch, in order to prep the next for launch, allowing a Tau Warship to carry surprising numbers of these vessels.
This DropShuttle can deploy a sizable combined arms force of battle armor, conventional infantry, and tanks, escpecially for how small it is. It can deploy it's whole force in a single turn. Some Mantas have been known to pull the vehicle bays out in favor of increased conventional infantry and battle armor space. Those variants use some of that space to install sizable bomb bays as well, often outfitted with anti-ship missiles. These are used as combination bomber/battle-taxi in anti-warship actions.
DESIGNER's NOTE: I had to redesign the Hammerhead as a 50 ton unit instead of 60 tons, for this, so that it could fit in a light vehicle bay. The Hammerhead's post is updated with the new stats to reflect that.
-
Tau Gun Drone
Type: "Enforcer" Drone
Chassis Type: VTOL (small)
Mass: 750 Kg
Equipment Rating: E/X-X-F/E
Equipment
Chassis/Control(Tech Level E): 154 kg (Armored, Omni)
Engine/Trans(Tech Level E): Electric (Fuel Cell) 17 kg
Cruise MP: 3
Flank MP: 5
Fuel: 2000 kilometers, 5 kg
Armor (BAR 10): 6 points Ferro Lamellor (498 kg)
Rotor-2
Everywhere Else-1
Advanced Fire Control 2 kg
Weapons and Ammo: 54 kg Pod Space, 4 slots
Nose-2 Mauser 1200 LSS (22 kg) w/ 12 clips (4 kg) TM pg 350 OR aToW pg 267
Nose-2 Grenade Launcher (10 kg), 4 Clips of ammo (40 grenades) (18kg) TM pg 351 OR aToW pg 273
Crew: 0
Cargo: 0
Notes: equipped with Smart Robotic Control System
(http://vignette1.wikia.nocookie.net/warhammer40k/images/1/15/Dronesquadronattack.jpg/revision/latest?cb=20130623112136)
I didn't originally post this as the Tau Gun Drone, but I designed it shortly after the Crisis, Stealth, and Broadside suits, and very much had the Tau Gun drone in mind as I put it together. I think it's performance is actually higher than the original gun drone's though, due to the variety and usefulness of grenades in battletech.
Designed to to accompany battle armored troops into battle, the Enforcer drone is a tiny, slow moving VTOL, with an armored shell that renders it all but immune to small arms fire thanks to it's BAR 10 and the properties of Ferro-Lamellor armor. It's low speed was chosen to match battle armor speeds, since it was intended to accompany those squads, I felt saving the weight would be more useful than a faster engine; and though speed could improve the design, I feel satisfied with it's low speed.
It's designed as an omni so it's weapons can be configured differently. The Mauser 1200 LSS was chosen because I was imagining this strafing infantry, and partly because I needed to use up weight. The Grenades Launchers, and the compact grenade launchers on the Mauser 1200 LSS, are there both as an AoE weapon and as a utility, for smoke munitions (or anything else you can load into them). If I had had more space I would have also put a Searchlight on it as well, but the ferro-lamellor armor used enough space that I couldn't... it is worth it though.
Designed with a combination of "battle armor sized drone" and "make a nasty fight for some A Time of War players" in mind, in my experience it functions wonderfully for it's purpose.
I have never gotten around to calculating it's c-bill cost, or it's battle value, but in a mech fight, I am not so sure it is worth much at all, so /shrug. Approximately 4 mech scale damage, at infantry ranges, and being destroyed by 3-4 or more damage, at slow speeds. Still, I am fairly certain if you matched weight with a swarm of these versus a mech, it would probably be painful for the mech, but most AoE will eat them alive.
The part of the design that amuses me the most: the Mauser 1200 has vibroblades, so this silly thing can even just stab you.
I like this thing. It reminds me of the Gossamer surveillance drone from Handbook: House Kurita if the Gossamer was used by SWAT teams.
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Ork Fighta-Bommer
(https://1d4chan.org/images/3/3b/Fighta-Bommer.jpg)
Fighta-Bommer
Inner Sphere tech
90 tons
BV: 1,086
Cost: 6,242,830 C-bills
Movement: 3/5
Engine: 90 XL
Heat Sinks: 18 [36]
Structural Integrity: 9
Armor: 134 (Primitive)
Armor
-----------------------------
Nose 35
Left Wing 33
Right Wing 33
Aft 33
Weapon Loc Heat
----------------------------------------
Rotary AC/2 NOS 1
Rotary AC/2 NOS 1
Rotary AC/2 RWG 1
Rotary AC/2 LWG 1
Rotary AC/2 AFT 1
Rotary AC/2 AFT 1
Ammo Loc Shots
----------------------------------------
Rotary AC/2 Ammo NOS 45
Rotary AC/2 Ammo NOS 45
Rotary AC/2 Ammo RWG 45
Rotary AC/2 Ammo LWG 45
Rotary AC/2 Ammo AFT 45
Rotary AC/2 Ammo AFT 45
Equipment Loc
----------------------------------
Primitive NOS
Internal Bomb Bay (6 tons) AFT
A relatively simple and primitive, but effective, aerospace fighter used by the Waagh. Filling the twin roles of dogfighter and bomber, it is somewhat effective in both, but generally outperformed by more dedicated craft in each role.
It carries a single payload of six bombs internally, and additional, heavier ordnance on wing pylons. The Waagh's technical crews are often heard complaining that they can't fit even more ordnance on the wings that they already can, and a common phrase heard when the ordnance is being loaded is "Not enough pylons."
It's biggest weakness, beyond even the possibly open bomb bay doors, or the thin primitive armor, is the slow speed. It would be outpaced and out maneuvered by almost any Inner Sphere fighter, and many of the more local factions can do so as well.
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Imperial Knight-Errant class
(http://wh40k.lexicanum.com/mediawiki/images/3/3f/KnightErrantNew.jpg)
Imperial Knight-Errant Class
Mixed (Base IS)
75 tons
BV: 2,441
Cost: 18,502,313 C-bills
Movement: 5/8
Engine: 375 XL
Heat Sinks: 10 [20]
Cockpit: Interface Cockpit
Gyro: None
Internal: 114 (Endo-Steel)
Armor: 228/231 (Ballistic-Reinforced)
Internal Armor
--------------------------------------
Center Torso 23 34
Center Torso (rear) 11
Right Torso 16 25
Right Torso (rear) 7
Left Torso 16 25
Left Torso (rear) 7
Right Arm 12 23
Left Arm 12 23
Right Leg 16 32
Left Leg 16 32
Weapon Loc Heat
----------------------------------------
Plasma Rifle LA 10
Plasma Rifle LA 10
Machine Gun RT 0
ATM 6 (Clan) LT 4
Ammo Loc Shots
----------------------------------------
Half Machine Gun Ammo RT 100
Plasma Rifle Ammo LA 10
Plasma Rifle Ammo LA 10
Plasma Rifle Ammo LA 10
Plasma Rifle Ammo LA 10
ATM 6 Ammo LT 10
Equipment Loc
----------------------------------
Ballistic-Reinforced CT
Ballistic-Reinforced CT
Ballistic-Reinforced CT
Ballistic-Reinforced RT
Ballistic-Reinforced RT
Ballistic-Reinforced RT
Ballistic-Reinforced RL
Ballistic-Reinforced CT
Ballistic-Reinforced CT
Ballistic-Reinforced LT
Blue Shield Particle Field Damper CT
Sword RA
Someone gave me a copy of the Imperial Knight's codex, so here is the first one. The ion shield is represented by the combination of Blue Shield and Ballistic Reinforced armor.
-
Imperial Knight-Paladin class
(https://vignette2.wikia.nocookie.net/warhammer40k/images/1/1a/Questoris_Knight_Paladin_Sorrowful_Dawn.jpg/revision/latest/scale-to-width-down/250?cb=20150327174203)
Paladin class Knight
Mixed (Base IS)
105 tons
BV: 2,222
Cost: 104,323,782 C-bills
Movement: 3/5(6)
Engine: 315 XXL
Heat Sinks: 13 [26]
Cockpit: Superheavy Cockpit
Gyro: Superheavy Gyro
Internal: 158 (Endo-Steel)
Armor: 320/319 (Ballistic-Reinforced)
Internal Armor
--------------------------------------
Center Torso 32 48
Center Torso (rear) 16
Right Torso 22 33
Right Torso (rear) 11
Left Torso 22 33
Left Torso (rear) 11
Right Arm 17 34
Left Arm 17 34
Right Leg 22 44
Left Leg 22 44
Weapon Loc Heat
----------------------------------------
Machine Gun LA 0
Machine Gun RT 0
Sniper Cannon (Clan) LA/LT 10
Sniper Cannon (Clan) LA/LT 10
Ammo Loc Shots
----------------------------------------
Sniper Cannon Ammo LT 10
Sniper Cannon Ammo LT 10
Sniper Cannon Ammo LT 10
Sniper Cannon Ammo LT 10
Half Machine Gun Ammo LT 100
Equipment Loc
----------------------------------
Sword RA
Ballistic-Reinforced RT
Ballistic-Reinforced RT
Ballistic-Reinforced RT
Ballistic-Reinforced RT
Ballistic-Reinforced RT
Blue Shield Particle Field Damper CT
Supercharger (Clan) CT
I figured since I used the sniper as the battle cannon on the leman russ I would use it again on the Knights, but theirs is rapid fire, so I used two of them. Used sniper cannons instead of sniper artillery. Had to go super-heavy just to fit them both in the arm they go in, but stayed as low as possible in the super-heavy category.
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Tau Ghostkeel Suit
(https://images.dakkadakka.com/gallery/2015/12/3/761637_md-Ghostkeel%2C%20Tau%2C%20Tau%20Empire%2C%20Tau%20Empire%20Ghostkeel.jpg)
Ghostkeel Battlsuit
Mixed (Base IS)
45 tons
BV: 2,047
Cost: 10,976,790 C-bills
Movement: 5/8/5
Engine: 225 XL (C)
Heat Sinks: 15 [30]
Cockpit: Interface Cockpit
Gyro: None
Internal: 75
Armor: 144/153
Internal Armor
--------------------------------------
Center Torso 14 21
Center Torso (rear) 6
Right Torso 11 16
Right Torso (rear) 5
Left Torso 11 16
Left Torso (rear) 5
Right Arm 7 13
Left Arm 7 13
Right Leg 11 20
Left Leg 11 20
Weapon Loc Heat
----------------------------------------
Flamer (Clan) LT 3
Flamer (Clan) RT 3
Light PPC LA 5
TSEMP Cannon RA 10
Ammo Loc Shots
----------------------------------------
Coolant Pod LT 1
Coolant Pod RT 1
Equipment Loc
----------------------------------
Angel ECM Suite (Clan) RT
PPC Capacitor (Clan) LA
Null Signature System CT
Chameleon Light Polarization Shield RT
-
Tau Stormsurge
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRIKsqig3TBS5-TXVkUPOP0uvETQwMub-TKp4C0wAdykiCg2gTr)
KV-128 Stormsurge
Mixed (Base IS)
90 tons
BV: 2,504
Cost: 22,613,800 C-bills
Movement: 4/6
Engine: 360 XL
Heat Sinks: 17 [34]
Cockpit: Interface Cockpit
Gyro: None
Internal: 138 (Endo-Steel)
Armor: 279/279 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 29 44
Center Torso (rear) 14
Right Torso 19 29
Right Torso (rear) 9
Left Torso 19 29
Left Torso (rear) 9
Right Arm 15 30
Left Arm 15 30
Right Leg 19 38
Left Leg 19 38
Weapon Loc Heat
----------------------------------------
ER Large Pulse Laser (Clan) CT 13
Flamer (Clan) RA 3
Flamer (Clan) RA 3
ATM 6 (Clan) LT 4
ATM 6 (Clan) RT 4
LRM 20 (Clan) LT 6
LRM 20 (Clan) RT 6
Thunderbolt 5 RA 3
Thunderbolt 5 RA 3
Thunderbolt 5 LA 3
Thunderbolt 5 LA 3
Ammo Loc Shots
----------------------------------------
ATM 6 Ammo LT 10
ATM 6 Ammo RT 10
LRM 20 Ammo LT 6
LRM 20 Ammo RT 6
Thunderbolt 5 Ammo LT 12
Equipment Loc
----------------------------------
ECM Suite (Clan) CT
Active Probe (Clan) RT
-
Tau KX-139 Ta'unar
(http://www.brueckenkopf-online.com/wp-content/uploads/2016/08/Forge-World_Warhammer-40.000-TAU-KX139-TA%E2%80%99UNAR-SUPREMACY-ARMOUR-WITH-NEXUS-MISSILE-SYSTEM-1.jpg)
KX-139 Ta'unar
Mixed (Base IS)
150 tons
BV: 3,218
Cost: 43,113,750 C-bills
Movement: 2/3
Engine: 300 XL
Heat Sinks: 30 [60]
Cockpit: Superheavy Cockpit
Gyro: Superheavy Gyro
Internal: 227
Armor: 414/457 (Ballistic-Reinforced)
Internal Armor
--------------------------------------
Center Torso 45 62
Center Torso (rear) 20
Right Torso 32 44
Right Torso (rear) 14
Left Torso 32 44
Left Torso (rear) 14
Right Arm 25 45
Left Arm 25 45
Right Leg 32 57
Left Leg 32 57
Weapon Loc Heat
----------------------------------------
Light PPC RA 5
Light PPC RA 5
Light PPC RA 5
Light PPC LA 5
Light PPC LA 5
Light PPC LA 5
ATM 6 (Clan) LT 4
ATM 6 (Clan) RT 4
Machine Gun (Clan) RT 0
Machine Gun (Clan) LT 0
'Mech Mortar 4 LT 5
'Mech Mortar 4 RT 5
Ammo Loc Shots
----------------------------------------
ATM 6 Ammo LT 10
ATM 6 Ammo LT 10
Half Machine Gun Ammo RT 100
Airburst Mortar 4 Ammo LT 6
Airburst Mortar 4 Ammo RT 6
Equipment Loc
----------------------------------
PPC Capacitor RA
PPC Capacitor RA
PPC Capacitor RA
PPC Capacitor LA
PPC Capacitor LA
PPC Capacitor LA
Ballistic-Reinforced RT
Ballistic-Reinforced LT
Ballistic-Reinforced LT
Ballistic-Reinforced RT
Ballistic-Reinforced RT
Blue Shield Particle Field Damper CT
Standard None
-
I like what you did. Its better than what I had planned. I was trying to get all the knights as 75ton Omni's. Great Job.
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I was trying to get all the knights as 75ton Omni's. Great Job.
Thanks! As soon as I saw the 'rapid fire' battle cannon I decided to toss any weight restrictions out the window and just do it as light as I could get the weapons load-out I wanted on it.
Edit: Also you are still free to post your own here. Nothing wrong with more than one interpretation of it for people to choose from.
-
Imperial Knight-Warden Class
(https://vignette3.wikia.nocookie.net/warhammer40k/images/6/65/Cadmus_Knight_Warden.png/revision/latest/scale-to-width-down/180?cb=20150509185251)
Warden class Knight
Mixed (Base IS)
85 tons
BV: 2,540
Cost: 10,823,888 C-bills
Movement: 3/5
Engine: 255
Heat Sinks: 10 [20]
Cockpit: Interface Cockpit
Gyro: None
Internal: 130
Armor: 263/263 (Ballistic-Reinforced)
Internal Armor
--------------------------------------
Center Torso 27 41
Center Torso (rear) 13
Right Torso 18 27
Right Torso (rear) 9
Left Torso 18 27
Left Torso (rear) 9
Right Arm 14 28
Left Arm 14 28
Right Leg 18 36
Left Leg 18 36
Weapon Loc Heat
----------------------------------------
Machine Gun RT 0
Flamer (Clan) RA 3
ATM 9 (Clan) LT 6
ATM 9 (Clan) RT 6
Rotary AC/5 LA 1
Ammo Loc Shots
----------------------------------------
Half Machine Gun Ammo RT 100
ATM 9 Ammo LT 7
ATM 9 Ammo RT 7
Rotary AC/5 Ammo LA 20
Rotary AC/5 Ammo LA 20
Rotary AC/5 Ammo LA 20
Equipment Loc
----------------------------------
Ballistic-Reinforced CT
Ballistic-Reinforced CT
Ballistic-Reinforced CT
Ballistic-Reinforced CT
Ballistic-Reinforced CT
Ballistic-Reinforced RT
Ballistic-Reinforced RA
Ballistic-Reinforced LL
Ballistic-Reinforced RL
Ballistic-Reinforced LT
Claw RA
Blue Shield Particle Field Damp CT
TSM RT
TSM RT
TSM RT
TSM LT
TSM LT
TSM LT
Targeting Computer (Clan) LT
CASE (Clan) None
-
Imperial Knight-Gallant class
(http://4.bp.blogspot.com/-CCIFIYit4Zw/VcQExvk7zkI/AAAAAAAAWvs/QMEeigjKwzw/s320/knight.gallant.jpg)
Gallant class Knight
Mixed (Base IS)
75 tons
BV: 2,082
Cost: 26,987,625 C-bills
Movement: 5/8(10)
Engine: 375 XL
Heat Sinks: 10 [20]
Cockpit: Interface Cockpit
Gyro: None
Internal: 114 (Reinforced)
Armor: 231/231 (Ballistic-Reinforced)
Internal Armor
--------------------------------------
Center Torso 23 35
Center Torso (rear) 11
Right Torso 16 24
Right Torso (rear) 8
Left Torso 16 24
Left Torso (rear) 8
Right Arm 12 24
Left Arm 12 24
Right Leg 16 32
Left Leg 16 32
Weapon Loc Heat
----------------------------------------
Machine Gun RT 0
Ammo Loc Shots
----------------------------------------
Half Machine Gun Ammo RT 100
Equipment Loc
----------------------------------
TSM RT
TSM RL
TSM LT
TSM LL
TSM LT
TSM LT
Ballistic-Reinforced LT
Ballistic-Reinforced RT
Ballistic-Reinforced LT
Ballistic-Reinforced RT
Ballistic-Reinforced CT
Ballistic-Reinforced LA
Ballistic-Reinforced LA
Ballistic-Reinforced RA
Ballistic-Reinforced RA
Ballistic-Reinforced RA
Sword LA
Claw (Clan) RA
Blue Shield Particle Field Damper CT
Supercharger (Clan) CT
Reinforced None
Bloodhound Active Probe CT
-
Imperial Knight-Crusader class
(http://2.bp.blogspot.com/-k8Ac0stYeug/VXUHnXXhYNI/AAAAAAAALt0/1qrwYAyqujg/s1600/goatboy.knights.04.jpg)
Crusader class Knight
Mixed (Base IS)
100 tons
BV: 3,281
Cost: 31,081,333 C-bills
Movement: 4/6
Engine: 400 XL
Heat Sinks: 15 [30]
Cockpit: Interface Cockpit
Gyro: None
Internal: 152 (Endo-Steel)
Armor: 307/307 (Ballistic-Reinforced)
Internal Armor
--------------------------------------
Center Torso 31 47
Center Torso (rear) 15
Right Torso 21 32
Right Torso (rear) 10
Left Torso 21 32
Left Torso (rear) 10
Right Arm 17 34
Left Arm 17 34
Right Leg 21 42
Left Leg 21 42
Weapon Loc Heat
----------------------------------------
Plasma Rifle LA 10
Plasma Rifle LA 10
Rotary AC/5 RA 1
Machine Gun RT 0
Flamer (Clan) CT 3
Ammo Loc Shots
----------------------------------------
Rotary AC/5 Ammo RA 20
Rotary AC/5 Ammo RA 20
Rotary AC/5 Ammo RA 20
Plasma Rifle Ammo LA 10
Plasma Rifle Ammo LA 10
Plasma Rifle Ammo LA 10
Plasma Rifle Ammo LA 10
Half Machine Gun Ammo RT 100
Equipment Loc
----------------------------------
Ballistic-Reinforced LT
Ballistic-Reinforced LT
Ballistic-Reinforced LL
Ballistic-Reinforced RL
Ballistic-Reinforced LT
Blue Shield Particle Field Damp CT
TSM RT
TSM RT
TSM RT
TSM LT
TSM LT
TSM LT
-
Adeptus Sororitas Arco-Flagellants
(http://vignette3.wikia.nocookie.net/warhammer40k/images/0/05/Arco-Flagellants.jpg/revision/latest?cb=20121018195913)
Arco-Flagellants Squad
Type: Foot
Weight: 1
BV: 50
Cost: $52,631,436.33 C-bills
Movement: 1
Troopers: 10
Armor: None
Divisor: 1
Primary Weapon: Whip (Neural Whip)
Secondary Weapon: Whip (Neural Lash)
Damage per trooper: 1-4=0, 5-10=1
Base Range: 0
Augmentations: TSM Implants, Belter Infantry Package, Belter Vacuum Package, Gas Effuser Implant-Toxin, Gas Effuser Implant-Pheromone, Artificial Pain Shunt, Explosive Suicide Implant, Filtration Implants, Tail-Enhanced Prosthetic, Limb-Improved Enhanced Dual Vibroblades, Limb-Improved Enhanced Dual Vibroblades, Extraneous Limb Pair-Vibroblades, Extraneous Limb Pair-Vibroblades
Damage per trooper: 1=2, 2=5, 3=7, 4=9, 5=11, 6=14, 7=16, 8=18, 9=21, 10=23
Sometimes when a person's crime's are serious enough the Imperium will implant the criminal with a ton of cyberware and turn them into engines of destruction, awating a chance to redeem themselves by destroying the enemies of the Imperium. Barely self aware and operating with kill-switches in place to prevent them from turning on their masters, these shock troops are some of the most dangerous close quarters infantry mankind can produce. Bristling with vibroblades, along with neural whips and lashes, a squad of these can potentially wipe out over 20 opposing infantrymen in seconds. Often these are used to clear buildings and fortifications deemed too dangerous for normal troops.
-
Eldar Wraithlord
(http://orig01.deviantart.net/363f/f/2010/187/8/8/885824a128f84479688da7f2d513b3dc.png)
Wraithlord
Type: ProtoMech
Mass: 15 tons
Tech Base: Clan
Chassis Config: Biped
Chassis: Proto
Power Plant: 75 Fusion Engine
Walking Speed: 30 km/h
Maximum Speed: 50 km/h
Armor: Standard
Armament:
2 Vehicle Flamers
2 Fusilade Launchers
1 ProtoMech Melee Weapon
================================================================================
Equipment Type Rating Mass
--------------------------------------------------------------------------------
Internal Structure: Standard 35 points 1400 kg
Engine: Fusion Engine 75 2000 kg
Walking MP: 3
Running MP: 5
Heat Sinks: Single Heat Sink 0
Cockpit: Ultra-Heavy 750 kg
Armor: Standard Armor AV - 67 3350 kg
Internal Armor
Structure Factor
Head 4 9
Torso 15 30
L/R Arm 4/4 6/6
Legs 8 16
================================================================================
Equipment Location Heat Damage Mass
--------------------------------------------------------------------------------
Vehicular Flamer LA 0 2 500 kg
Vehicular Flamer Torso 0 2 500 kg
Flamer Ammo (40) Torso - - 2000 kg
Fusilade Launcher Torso 0 2/m 1500 kg
Fusilade Launcher Torso 0 2/m 1500 kg
Protomech Melee Weapon RA - - 500 kg
Wasted Space/Cargo (900 kg) Torso - - 900 kg
-
Eldar Revenant Titan
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTqFdxizFhYExGBQuDH5MysypeTol7J5Udf2d6W7yxO7-UNFNgs)
Revenant Titan
Mixed (Base IS)
75 tons
BV: 2,344
Cost: 30,816,625 C-bills
Movement: 5/8(10)/8
Engine: 375 XL
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 114 (Endo-Steel)
Armor: 231/231 (Stealth)
Internal Armor
--------------------------------------
Center Torso 23 35
Center Torso (rear) 11
Right Torso 16 24
Right Torso (rear) 8
Left Torso 16 24
Left Torso (rear) 8
Right Arm 12 24
Left Arm 12 24
Right Leg 16 32
Left Leg 16 32
Weapon Loc Heat
----------------------------------------
ER Large Laser (Clan) RA 12
ER Large Laser (Clan) LA 12
SRM 4 (Clan) HD 3
Ammo Loc Shots
----------------------------------------
SRM 4 Ammo RA 25
Equipment Loc
----------------------------------
Stealth LL
Supercharger (Clan) CT
Angel ECM Suite (Clan) RA
Stealth armor and ghost targets from the angel ecm represent the holofields.
-
Eldar Wraithknight
(http://4.bp.blogspot.com/-Myt_W8o2c30/VS6ityA7k2I/AAAAAAAAyiU/iQ8cWSUUP6k/s1600/wraithknight.PNG)
Waithknight
Mixed (Base Clan)
45 tons
BV: 1,178
Cost: 24,812,690 C-bills
Movement: 4/6
Engine: 225 XXL
Heat Sinks: 10 [20]
Cockpit: Command Console
Gyro: Standard Gyro
Internal: 75 (Endo-Steel)
Armor: 134/153 (Ferro-Fibrous)
Internal Armor
--------------------------------------
Center Torso 14 18
Center Torso (rear) 5
Right Torso 11 16
Right Torso (rear) 4
Left Torso 11 16
Left Torso (rear) 4
Right Arm 7 11
Left Arm 7 11
Right Leg 11 20
Left Leg 11 20
Weapon Loc Heat
----------------------------------------
ER Medium Pulse Laser LT 6
ER Medium Pulse Laser RT 6
Equipment Loc
----------------------------------
Large Vibroblade (IS) LA
Large Shield (IS) RA
AES RL
AES LL
AES RA
AES LA
-
Tyrant Guard
(http://pre05.deviantart.net/d3d9/th/pre/i/2013/276/0/e/tyranid_tyrant_guard_by_dfdoodles-d6p32l5.jpg)
Credit for artwork: http://dfdoodles.deviantart.com/art/Tyranid-Tyrant-Guard-404930777
Tyrant Guard
Heavy Battle Armor
Mixed (Base IS)
BV: 382
Cost: 8,284,800 C-bills
Movement: 3/3
Internal: 6
Armor: 84
Internal Armor
--------------------------------------
Trooper 1 1 14
Trooper 2 1 14
Trooper 3 1 14
Trooper 4 1 14
Trooper 5 1 14
Trooper 6 1 14
Weapon Loc Heat
--------------------------------------------
Gel Gun (Buccaneer) (APM) 0
Gel Gun (Buccaneer) (APM) 0
Gel Gun (Buccaneer) (APM) 0
Gel Gun (Buccaneer) (APM) 0
Equipment Loc
----------------------------------
BA Myomer Booster Body
BA Myomer Booster Right arm
BA Myomer Booster Left arm
BC3i Body
Single-Hex ECM Body
Heavy Battle Magnetic Claw Left arm
Heavy Battle Magnetic Claw Right arm
Magnetic Clamps Body
Improved Sensors Body
Anti Personnel Weapon Mount Right arm
Anti Personnel Weapon Mount Right arm
Anti Personnel Weapon Mount Left arm
Anti Personnel Weapon Mount Left arm
Designed to Mechanize and take hits for the Hive Tyrant OmniMech.
This bears some explanations:
- Bipedal Battle Armor was chosen because the tyrant guard are known for basically body-blocking shots aimed at the Hive Tyrant. There were only two ways to do this as far as I could tell, mechanize battle armor on the Hive Tyrant, with the Tyrant being an OmniMech, or do the Same with ProtoMechs in stead of battle armor. ProtoMechs can only mechanize 2 units on the 'Mech though, while battle armor can cover many more locations.
- I made the battle armor Heavy because I wanted it to have as much armor as possible while mechanizing on the Tyrant. Heavy is the biggest I could go while still mechanizing.
- You will notice nearly every Tyranid I put out has a C3 system of some kind, even the infantry. This is a stand-in for the Hive Mind. ECM can of course block the hive mind,
in which case these squads are left to their own devices, much like the tyranid normally are in 40k. - ECM is on one side a stand-in for the shadow of the warp effect, and on the other hand, able to be turned to help prevent blocking the hive mind's C3.
-
I think some Tyranids were bigger. How would you deal with them?
-
If I stick with this scale for the tyranid, I was planning on having the hive tyrant and carnifex be superheavies. The things significantly bigger than that I wasn't going to do. The trygon for example does a lot of burrowing and tunneling and I don't really have any way to do that.
However, if I do the tyrant guard smaller, I would drop down to an assault quad battle armor for it. Then I would do a hive tyrant as an protomech, and stuff bigger as mechs. The Carnifex I can only really do as a mech, since the harjel 2 or 3 are the only ways I can make anything even sort of regenerate.
-
Deleted
-
Hive Tyrant Omni
(http://1.bp.blogspot.com/-coe2nIVUKLA/UX-AIJowKBI/AAAAAAAAzm8/iSc7XgJagAM/s1600/warhammer_40k_tyranids_hive_tyrant_desktop_1600x727_hd-wallpaper-845844.jpg)
Hive Tyrant Omni Base
Mixed (Base IS)
55 tons
BV: 902
Cost: 5,856,675 C-bills
Movement: 3/5
Engine: 165
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 91
Armor: 185/185
Internal Armor
--------------------------------------
Center Torso 18 27
Center Torso (rear) 9
Right Torso 13 20
Right Torso (rear) 6
Left Torso 13 20
Left Torso (rear) 6
Right Arm 9 18
Left Arm 9 18
Right Leg 13 26
Left Leg 13 26
Equipment Loc
----------------------------------
Standard None
AES (Clan) RA
AES (Clan) LA
AES (Clan) LL
AES (Clan) RL
ECM Suite (Clan) HD
C3i Computer CT
15 Tons Pod Space
Carrying Capacity:
One battle armor squad
Prime
Hive Tyrant-Prime
Mixed (Base IS)
55 tons
BV: 1,034
Cost: 7,956,925 C-bills
Movement: 3/5
Engine: 165
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 91
Armor: 185/185
Internal Armor
--------------------------------------
Center Torso 18 27
Center Torso (rear) 9
Right Torso 13 20
Right Torso (rear) 6
Left Torso 13 20
Left Torso (rear) 6
Right Arm 9 18
Left Arm 9 18
Right Leg 13 26
Left Leg 13 26
Weapon Loc Heat
----------------------------------------
SRM 6 (Clan) LT 4
SRM 6 (Clan) RT 4
Ammo Loc Shots
----------------------------------------
SRM 6 Ammo LT 15
SRM 6 Ammo RT 15
Equipment Loc
----------------------------------
Standard None
AES (Clan) RA
AES (Clan) LA
AES (Clan) LL
AES (Clan) RL
ECM Suite (Clan) HD
C3i Computer CT
Large Vibroblade RA
Chain Whip LA
Carrying Capacity:
One battle armor squad
Swarmlord
Hive Tyrant-Swarmlord
Mixed (Base IS)
55 tons
BV: 923
Cost: 7,406,675 C-bills
Movement: 3/5
Engine: 165
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 91
Armor: 185/185
Internal Armor
--------------------------------------
Center Torso 18 27
Center Torso (rear) 9
Right Torso 13 20
Right Torso (rear) 6
Left Torso 13 20
Left Torso (rear) 6
Right Arm 9 18
Left Arm 9 18
Right Leg 13 26
Left Leg 13 26
Equipment Loc
----------------------------------
Standard None
AES (Clan) RA
AES (Clan) LA
AES (Clan) LL
AES (Clan) RL
ECM Suite (Clan) HD
C3i Computer CT
Retractable Blade LA
Retractable Blade RA
HarJel III Self-Repair System RA
HarJel III Self-Repair System LA
Communications Equipment (2 ton) LT
Carrying Capacity:
One battle armor squad
Hive Tyrant LAM
Hive Tyrant LAM
Mixed (Base IS)
55 tons
BV: 1,409
Cost: 5,454,915 C-bills
Movement
BattleMech: 3/5/3
AirMech Ground: 1/2
AirMech WiGE: 9/14
Fighter: 3/5
Engine: 165
Heat Sinks: 10 [20]
Gyro: Standard Gyro
Internal: 91
Armor: 185/185
Internal Armor
--------------------------------------
Center Torso 18 27
Center Torso (rear) 9
Right Torso 13 20
Right Torso (rear) 6
Left Torso 13 20
Left Torso (rear) 6
Right Arm 9 18
Left Arm 9 18
Right Leg 13 26
Left Leg 13 26
Weapon Loc Heat
----------------------------------------
AP Gauss Rifle (Clan) LA 1
HAG/20 (Clan) RA 4
Ammo Loc Shots
----------------------------------------
AP Gauss Rifle Ammo LA 40
HAG/20 Ammo RA 6
HAG/20 Ammo RA 6
HAG/20 Ammo RT 6
HAG/20 Ammo RT 6
Equipment Loc
----------------------------------
C3i Computer LT
Standard None
ECM Suite (Clan) RT
-
Gaunt Broods
Termagaunt Platoon
(http://orig05.deviantart.net/990d/f/2014/056/d/e/tyranid_termagant_artwork_by_zergwing-d78025b.jpg)
Termagaunt Brood
Type: Foot (Marine)
Weight: 2.1 tons
BV: 97
Cost: $101,555,703.71 C-bills
Movement: 2
Troopers: 21 (3 squads of 7)
Armor: Clothing, Leather/Synthetic Hide
Divisor: 1
Primary Weapon: Needler Rifle (Shredder Heavy)
Prosthetics:
Enhanced M-M Sensory Implants
Boosted Communications Implant
Secondary Weapon: Needler, Support (Firedrake)
Secondary Weapons per Squad: 1
Training: Marine
Damage per trooper
Base Range: 0
Troopers Damage
21 10
20 10
19 9
18 9
17 8
16 8
15 7
14 7
13 6
12 6
11 5
10 5
9 4
8 4
7 3
6 3
5 2
4 2
3 1
2 1
1 0
Hormagaunt Platoon
(http://store.miniwargaming.com/images/P/tyranid-hormagaunt-brood-356i5.jpg)
Hormagaunt Brood
Type: Beast Mounted (Mountain Troop)
Weight: 6.3 tons
BV: 189
Cost: $181,586,802.47 C-bills
Movement: 3
Troopers: 21 (3 squads of 7)
Mounts: Hormagaunt-Large
Armor: Clothing, Leather/Synthetic Hide
Divisor: 2
Primary Weapon: Blade (Vibro-axe)
Prosthetics:
Limb-Enhanced-Vibroblade
Limb-Enhanced-Vibroblade
Triple-Strength Myomer Implants
Enhanced M-M Sensory Implants
Boosted Communications Implant
Gas Effuser Implant-Toxin
Secondary Weapon: None
Training: Mountain Troops
Damage per trooper
Base Range: Melee
Bonus melee damage: 3d6 (1)
Troopers Damage
21 14
20 13
19 13
18 12
17 11
16 11
15 10
14 9
13 9
12 8
11 7
10 7
9 6
8 5
7 5
6 4
5 3
4 3
3 2
2 1
1 1
Gargoyle Platoon
(https://www.frontlinegaming.org/wp-content/uploads/2017/04/gargoylesattack.jpg)
Gargoyle Brood
Type: Mechanized VTOL Microlight
Weight: 11.2 tons
BV: 23
Cost: $51,686,233.35 C-bills
Movement: 6
Troopers: 8 (4 squads of 2)
Armor: Clothing, Leather/Synthetic Hide
Divisor: 1
Primary Weapon: Needler Rifle (Shredder Heavy)
Prosthetics:
Enhanced M-M Sensory Implants
Boosted Communications Implant
Secondary Weapon: None
Secondary Weapons per Squad: 0
Training: None
Damage per trooper
Base Range: 0
Troopers Damage
8 1
7 1
6 1
5 1
4 1
3 0
2 0
1 0
-
Genestealer Squad
(http://orig06.deviantart.net/d795/f/2014/056/5/d/tyranid_genestealer_artwork_by_zergwing-d7800zz.jpg)
Genestealer Brood
Type: Foot (Xenoplanetary Marine Mountain Troop Combat Engineers)
Weight: 2 tons
BV: 208
Cost: $2,459,239,208.61 C-bills
Movement: 2
Troopers: 10 (1 squads of 10)
Armor: Sneak Suit (CAMO, ECM, IR)
Divisor: 3
Primary Weapon: Blade (Vibro-axe)
Enhancements:
Belter Infantry Package
Belter Vacuum-Resistance Package
Dermal Armor Implants
Enhanced M-M Sensory Implants
Boosted Communications Implant
Limb-Improved Enhanced-Vibroblade x2
Limb-Improved Enhanced-Vibroblade x2
Limb Pair-Extraneous-Climbing Claws
Limb Pair-Extraneous-Grappler Line
Gas Effuser Implant-Toxin
Leg MASC
Artificial Pain Shunt
Filtration Implants
Training: Xenoplanetary, Marine, Mountain Troop, Combat Engineers
Damage per trooper
Base Range: Melee
Troopers Augmented
10 9
9 8
8 7
7 6
6 5
5 4
4 3
3 3
2 2
1 1
Yes that c-bill cost is correct. A genestealer squad is theoretically at a comparable price as warships are.
-
Lictor
(http://www.evilkipper.com/wp-content/gallery/dawn-of-war-ii-tyranids/tyranid_lictor.jpg)
Lictor
Mixed (Base IS)
BV: 246
Cost: 5,136,000 C-bills
Movement: 2/2
Internal: 4
Armor: 40
Internal Armor
--------------------------------------
Trooper 1 1 10
Trooper 2 1 10
Trooper 3 1 10
Trooper 4 1 10
Weapon Loc Heat
----------------------------------------------------
Light TAG Body 0
Firedrake Needler Right arm 0
Firedrake Needler Left arm 0
Equipment Loc
----------------------------------
Heavy Battle Magnetic Claw Left arm
Heavy Battle Magnetic Claw Right arm
Camo System Body
BC3i Body
Single-Hex ECM Left arm
Remote Sensor Dispenser Body
Improved Sensors Body
BA Stealth (Improved) Right arm
BA Stealth (Improved) Left arm
BA Stealth (Improved) Right arm
BA Stealth (Improved) Left arm
BA Stealth (Improved) Right arm
-
Posted new Tyrant Guard on the link in the OP.
-
Necron Warrior
(https://i.stack.imgur.com/zu8R7.jpg)
Necron Warrior
Medium BattleArmor
Mixed (Base Clan)
BV: 365
Cost: 3,051,250 C-bills
Movement: 3/3
Internal: 5
Armor: 35
Internal Armor
--------------------------------------
Trooper 1 1 7
Trooper 2 1 7
Trooper 3 1 7
Trooper 4 1 7
Trooper 5 1 7
Weapon Loc Heat
----------------------------------------
Swarm Mek Point 0
Attack Swarmed Mek Point 0
Stop Swarm Attack Point 0
Leg Attack Point 0
Plasma Rifle (DWP) (IS) Point 0
Equipment Loc
----------------------------------
BA Fire Resistant (Body) Point
BA Fire Resistant (Right arm) Point
BA Fire Resistant (Body) Point
BA Fire Resistant (Left arm) Point
BA Fire Resistant (Body) Point
Magnetic Clamps (Left arm) Point
Space Operations Adaptation (Body) Point
Heavy Battle Magnetic Claw (Left arm) Point
Heavy Battle Magnetic Claw (Right arm) Point
Detachable Weapon Pack (Right arm) Point
Power Pack (Right arm) Point
For the Necron Infantry I am using Fire Resistant Battle Armor, since they don't have any flesh to burn. The people inside would be some of the most cyber'd up people you'd find anywhere. None of the designers have cybernetic enhancements for battle armor pilots though, so they aren't listed here. I decided I was going to use Plasma for the Gauss stuff and PPC for the Tesla stuff. Magnetic clamps and magnetic claws are partly to represent early editions of the necrons with Gauss fields on their claws (I know they were called disruption fields, but they did the exact same effect as the ranged Gauss weapons of the necrons)), which are magnetic. Also to represent the ease with which necrons get around, since I can't do teleportation. Further since they don't breath, I felt space ops adaptation was appropriate.
-
Necron Immortal
(https://s-media-cache-ak0.pinimg.com/236x/f6/54/6b/f6546bbeb5b8aa1d8cc570a0274eca92--chaos--necron.jpg)
Necron Immortal
Heavy BattleArmor
Mixed (Base Clan)
BV: 344
Cost: 3,713,750 C-bills
Movement: 2/2
Internal: 5
Armor: 50
Internal Armor
--------------------------------------
Trooper 1 1 10
Trooper 2 1 10
Trooper 3 1 10
Trooper 4 1 10
Trooper 5 1 10
Weapon Loc Heat
----------------------------------------
Swarm Mek Point 0
Attack Swarmed Mek Point 0
Stop Swarm Attack Point 0
Leg Attack Point 0
Support PPC (Right arm) (IS) Point 0
Equipment Loc
----------------------------------
BA Fire Resistant (Body) Point
BA Fire Resistant (Right arm) Point
BA Fire Resistant (Body) Point
BA Fire Resistant (Left arm) Point
BA Fire Resistant (Body) Point
Magnetic Clamps (Left arm) Point
Heavy Battle Magnetic Claw (Left arm) Point
Heavy Battle Magnetic Claw (Right arm) Point
Space Operations Adaptation (Body) Point
Light Active Probe (Body) (IS) Point
Tougher, Heavier, and more aware than the Necron Warriors, but otherwise very similar.
-
Necron Lychguard
(https://vignette3.wikia.nocookie.net/warhammer40k/images/1/11/Lychguard.jpg/revision/latest?cb=20130321100132)
Necron Lychguard
Assault BattleArmor
Mixed (Base Clan)
BV: 431
Cost: 8,650,000 C-bills
Movement: 3/3
Internal: 5
Armor: 65
Internal Armor
--------------------------------------
Trooper 1 1 13
Trooper 2 1 13
Trooper 3 1 13
Trooper 4 1 13
Trooper 5 1 13
Weapon Loc Heat
----------------------------------------
Swarm Mek Point 0
Attack Swarmed Mek Point 0
Stop Swarm Attack Point 0
Leg Attack Point 0
Pop-up Mine (Right arm) Point 0
Ammo Loc Shots
----------------------------------------
Pop-up Mine Ammo Point 1
Pop-up Mine Ammo Point 1
Pop-up Mine Ammo Point 1
Pop-up Mine Ammo Point 1
Pop-up Mine Ammo Point 1
Equipment Loc
----------------------------------
BA Fire Resistant (Body) Point
BA Fire Resistant (Right arm) Point
BA Fire Resistant (Body) Point
BA Fire Resistant (Left arm) Point
BA Fire Resistant (Body) Point
Space Operations Adaptation (Body) Point
BA Myomer Booster (Left arm) Point
BA Myomer Booster (Right arm) Point
BA Myomer Booster (Body) Point
Heavy Battle Vibro Claw (Left arm) Point
Heavy Battle Vibro Claw (Right arm) Point
Single-Hex ECM (Body) Point
Anti Personnel Weapon Mount (Left arm) Point
Cutting Torch (Left arm) Point
Similar to the Warrior and Immortal, The even Heavier Lychguard is a powerful melee combatant. Since battle armor sized shields aren't a thing in BattleTech I put an ECM in it's place. To represent how dangerous these units can be in melee, I gave them all the best melee things. In BattleTech I think they would be most dangerous in a boarding action, but like assault terminators, and any other infantry that can't swam and can't shoot, they are severely limited against traditional BattleTech units. Still, their primary purpose is to absorb fire and protect other things. They do have a popup mine since they can't really hurt 'Mechs any other way, and I wanted them to be able to, as was appropriate for the Warscythes they are supposed to be able to wield. It's no where near a perfect representation, but I think it is as close as I can get. The only improvement I can think of is getting it back down to a heavy frame so it can still act in a protective roll by mechanizing and absorbing hits that way, but the necrons don't exactly have many mechs for that to be used on so I didn't bother.
-
Necron Tomb Blade
(https://s-media-cache-ak0.pinimg.com/236x/00/fd/59/00fd5998abb61a53c1072a40e7e8a6a8.jpg)
Necron Tomb Blade
Mixed (Base Clan)
10 tons
Movement: 12/18
Engine: 100 XXL
Heat Sinks: 10
Cockpit: Small Cockpit with Shielded SRCS
Structural Integrity: 12
Armor: 28 (Ferro-Lamellor)
Armor
-----------------------------
Nose 7
Left Wing 7
Right Wing 7
Aft 7
Weapon Loc Heat
----------------------------------------
ER Small Laser NOS 2
ER Small Laser NOS 2
Equipment Loc
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Cargo (1 medium Battle Armor) NOS
The fluff indicated these were used not only as ground units, but as fighter craft to attack enemy space ships. That meant with how small they were there was only one choice in how to build it: an aerospace fighter. The fluff also says most of the work of piloting it isn't actually coming from the warrior, but from automated systems on the vehicle itself. So I used an shielded SRCS, and had the warrior "pilot" just be a single carried battle armor suit. I am satisfied with the way it turned out.