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==Doom-== [https://www.youtube.com/watch?v=Dk0EVAqCxrc| Because Doom!] ===Doomblade=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Fluff: <div class="mw-collapsible-content"> The Skitarii of the Adeptus Mechanicus generally prefer to use their own vehicle designs rather than those issued to the Militarum, seeing the latter designs as too primitive for proper use. There are exceptions, however, and the Doomblade is a prominent one. The name refers to a broad category of Mechanicus Baneblade vehicles, replacing the conventional armament of the original with the specialized energy and physics-manipulation weapons favored by the Taghmata. There are dozens of sub-variants of the Doomblade, but common to all of them is the ferocious Rotor Conversion Beamer, an archeotech weapon using the same antimatter-conversion technology favored by the Space Marines. Though difficult to use against moving targets, the ability of a Conversion Beamer to atomically annihilate literally all kinds of matter makes it a devastating weapon when fired against... anything, really. As the Beamer needs to be stationary to launch dozens of searing antimatter beams, the Doomblade is primarily a defensive weapon, parked on the Taghmata frontlines as a mobile strongpoint. Many outside the Mechanicus are unaware that the variant exists, simply convinved that the 'doomblade' is a rumor or confabulation. Those who have seen one in action, however, tell otherwise. Though short-ranged and mostly immobile, a functional Doomblade is a whirling storm of electromagnetic energies, melting, searing and crushing the enemies of the Mechanicus with unnerring precision. Oddly enough, however, the hull of a Doomblade seldom undergoes any kind of modification, and thus these triumphs of advanced technology are no tougher than their conventional counterparts. </div> </div> May be taken as a Lords of War choice for a Mechanicum, Cult Mechanicus, Skitarii, or Grand Convocation army. If taken for a Mechanicum army then Grav-Cannons and Heavy Grav-Cannons are unavailable. If taken for a Cult Mechanicus, Skitarii or Grand Convocation army then Graviton Cannons and Graviton Guns are unavailable. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! HP ! Front Armour ! Side Armour ! Back Armour ! Unit Type ! Points Cost |- | Doomblade | 4 | 9 | 14 | 13 | 12 | Super Heavy Vehicle | ??? |- |} <br style="clear: both; height: 0px;" /> '''Wargear:''' *Volkite Culverin *Twin-linked Volkite Caliver *Cognis Servitor: The Doomblade may fire Overwatch despite being a vehicle. *Gatling Conversion Beamer {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S !! AP !! Type |- | Gatling Conversion Beamer || || || || |- | Short Range || 18" || 6 || - || Primary Weapon 3, Large Blast, Firing Calibration |- | Medium Range || 18-42" || 8 || 4 || Primary Weapon 3, Large Blast, Firing Calibration |- | Long Range || 42-72" || 10 || 1 || Primary Weapon 3, Large Blast, Firing Calibration |- |} <br style="clear: both; height: 0px;" /> '''Options:''' *May replace the Volkite Culverin with a Heavy Grav-Cannon or Graviton Cannon for free *May replace its twin-linked Volkite Caliver with a Grav-Cannon with Grav-Amp or twin-linked Graviton Gun for free. *May take up to two sets of sponsons, each with a twin-linked Volkite Caliver and Cognis Lascannon for +???pts per set **Any sponson may have its twin-linked Volkite Caliver replaced with a Grav-Cannon with Grav-Amp or twin-linked Graviton Gun for free *May take a pintle-mounted Cognis Heavy Stubber for +5pts *May take a Hunter-Killer Missile for +10pts ---- ===[[Baneblade#Doomhammer|Doomhammer]]=== ---- ===Doomlord=== [[Image:Doomlord.jpg|thumb|250px|right|]] <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Fluff: <div class="mw-collapsible-content"> Probably the single most uncommon Baneblade variant, and certainly one of the strangest, the Doomlord is a mobile artillery platform which can best be described as the nightmare child of three Basilisk artillery vehicles and a half-dozen industrial gyroscopes. Consisting of a sponson-less Baneblade chassis with a triple-Earthshaker turret mounted atop it, the silhouette of a Doomlord is unmistakable on the battlefield. Many wonder why anyone would employ a single gigantic triple-Earthshaker instead of three much smaller, subtler and less expensive Basilisks, and the answer lies in the Doomlord's turret. This miracle of mechanical stabilization keeps the vehicle's fire platform rock-steady in even the most catastrophic conditions- the gun mantles can take direct hits from Battle Cannon shells and momentum compensation systems will keep them solidly on target. The Doomlord's other advantage is its mobility- it can maintain a constant and hyper-precise stream of indirect fire while maneuvering to avoid counter-battery fire or interception from the air. For all that, however, it is not a direct combat weapon, and the limitations of its stabilizers keep the three Earthshakers from being effective in anything other than extreme-range fire. Though they are quite capable of operating with the full complement of secondary weapons afforded a Baneblade, most Doomlords are stripped-down, removing some of the armour of the vehicle in exchange for somewhat higher mobility and capacity for acceleration. The turret itself has become nearly the standard for some Fortress Worlds defensive walls, the gyroscopes allowing for rapid and accurate fire from a stable gun platform. </div> </div> May be taken as a Lords of War choice for an Astra Militarum, Grand Convocation or Castellans of the Imperium army or as part of the Super-Heavy Support Element or 'Emperor's Fury' Super-Heavy Company formations. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! HP ! Front Armour ! Side Armour ! Back Armour ! Unit Type ! Points Cost |- | Doomlord | 3 | 9 | 14 | 13 | 12 | Super Heavy Vehicle | ??? |- |} <br style="clear: left; height: 0px;" /> '''Wargear:''' *Demolisher Cannon *Twin-linked Heavy Bolter *Searchlight *Smoke Launchers *Tri-Earthshaker Cannon: The Tri-Earthshaker Cannon cannot be leveled for direct fire and may only engage targets with the Barrage rules at a minimum range of 24". {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S !! AP !! Type |- | Tri-Earthshaker Cannon || 24-240" || 9 || 3 || Primary Weapon 1, Apocalyptic Blast, Barrage, Pinning, Twin-linked, Shred, Sunder |} <br style="clear: both; height: 0px;" /> '''Options:''' *May take up to two sets of side sponsons, each with a twin-linked Heavy Bolter and a Lascannon for 50pts per set *May take a Pintle Mounted Storm Bolter or Heavy Stubber for 5pts *May take a Hunter-Killer Missile for 10pts *In apocalypse games the vehicle may take one of the following options: **Commisariat Crew for 45pts **Command Tank for 200pts ---- ===Doomsword=== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Fluff: <div class="mw-collapsible-content"> A close cousin to the Doomblade, the Doomsword is a far more sinister vehicle. Used by the Taghmata in situations where an organic infestation must absolutely, positively be permanently expunged from an area, the Doomsword is best described at a nuclear area-denial vehicle. Its plasma reactor replaced with a closed cell atomic pile and its hull thickened by layer upon layer of supplementary rad-wards, its massive bulk trundles slowly and mercilessly across the battlefield, leaving behind nothing but desolation in its wake. Its primary Irradiation Carronade is a short-ranged shotgun-liked device that fires a cloud of extraordinarily radioactive transuranic metal powder, creating a boiling sea of subatomic instability that cooks the crews of tanks, scrambles sensors, and reduces the hardiest of infantry to ash. Doomswords are obviously an extremely situational weapon, and one which is heavily controlled by the Mechanicus. Their ability to produce radioactive contamination on a level capable of harming even combat automata, combined with the disastrous possibility of their reactor going critical, makes fielding one an exercise in calculated risk. Any wary enemy of the Doomsword also must tread carefully when attacking them- while a Doomsword is a slow and very easy target, damaging one too heavily can render an entire battlefield permanently uninhabitable. </div> </div> May be taken as a Lords of War choice for a Mechanicum, Cult Mechanicus, Skitarii or Grand Convocation army. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! BS ! HP ! Front Armour ! Side Armour ! Back Armour ! Unit Type ! Points Cost |- | Doomlord | 4 | 9 | 14 | 13 | 12 | Super Heavy Vehicle | ??? |- |} <br style="clear: both; height: 0px;" /> '''Wargear:''' *Irradiation Engine *Twin-linked Irrad-Cleanser *Searchlight *Smoke Launchers *Cognis Servitor: The Doomlord may fire Overwatch despite being a vehicle. *Irradiation Carronade {| border=1 cellspacing=0 cellpadding=4 align=left |- valign=top ! Name !! Range!! S !! AP !! Type |- | Irradiation Carronade || Hellstorm || 6 || 1 || Primary Weapon 1, Fleshbane, Rad-Phage |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *Radiation Vent: During the assault phase the Doomsword may vent it's radioactive gasses as a protection measure. Every model within 3" of the Doomsword must pass a Toughness test or suffer a wound with no armor saves allowed. '''Options:''' *May take up to two sets of side sponsons, each with a twin-linked Irrad-Cleanser and a Cognis Lascannon for 50pts per set *May take a Pintle Mounted Cognis Heavy Stubber for 5pts *May take a Hunter-Killer Missile for 10pts
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