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I was curious on what everyone thought about variations on our vehicles because of circumstance, like should we have new variants not legion specific, just in general? For example I love the Land Raider Ares, but for us, what if we had the Ares because of part of the Treaty with Mars or Daer'dd's demiurge treaty with Mars. And instead it was a bit more fitting like twinlinked Plasma cannons or Volkite Culvernins for the sponsons prototype assault cannons up top. And then a Nova pattern Ares with no transport and the thunderer cannon. I'm not saying we should list all the ideas here. Just what the general consensus on having more variants because of it being a very different series of events.
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I'd rather not, but it could be done.

 

However, it would have to be done carefully, selectively and with everyone in agreement over whats being added.

 

  • We can't really be like "We've got Storm Ravens Now!" since, it can be reasoned/deduced, that it was created due to the Storm Eagles STC having been lost at some point. There would be no reason to have it.
  • In the same vein, we can't be like "We've got Centuiron Suits!". Why? We've got Castellax and Terminators who can fulfill the role, aesthetics aside (I've kinda warmed up to them over the years...Name still sucks)
  • The Land Raider Ares would also be a bit hard to justify since the have the Typhon. What role would it serve in our armies if, when we need a bigger Vindicator, we've got the Typhon for that job?

Patterns like the Prometheus (its essentially a Proteus), Redeemer and Helios would make sense to have.

  • Prometheus: While essentially a Weaker Proteus in terms of Firepower, it could be used as a Forward Recon Assault Vehicle / infantry Mulcher a role which the Proteus cannot fulfill.
  • Redeemer: Siege/Trench Work Assault Vehicle (Sure, the Spartan does it but it can't clear Hordes) for Assault Squad Delivery. 12 Slots mean you can have 10man + 2HQ or 5 Termies + HQ.
  • Helios: Armament is admittedly meh, but, hey, its tougher than a Normal Whirlwind and has more guns.

I'm more inclined to permit everyone to create a Single Legion-Specific Vehicle for their Own Use (Much like how I made the Phaeton -- Which Is also a Jump Pack Pattern in the Cannon, apparently).

 

That way we keep our pool of basic units similar and at a size we're all comfortable/familiar with so that we dont have to suddenly memorize 10+ new vehicles for use in our Heresy/Insurrection only.

I echo Slips idea, let everyone create their own legion specific vehicle, and then decide if they want to let it be used by the wider Imperium.

Well... In that case:

Takan pattern hunter siege vehicle. heavy support, only one per slot 145pts

 

bs4 F13 S12 R12 hp3

 

Wargear:

Smoke launchers

searchlight

Takan pattern missle bank

auxillia drive

 

Acces points: none

transport: none

 

Takan pattern missle bank:

Anti tank: R24" S9 ap1 heavy 3

anti infantry: R24" S6 Ap3 heavy 3, small blast

 

Options, may take one of the following:

May buy a combi bolter for 5pts

May take a heavy bolter, heavy flamer or combi weapon for 10pts

Edited by AlphariusOmegon108

Might I suggest either lowering the strength of the anti infantry, or changing the anti tank to ordinance, as as it stands there is little use for the anti tank apart from AP 1.  Space wolf helfrost weapons operate in a similar way: str 6 AP 3 blast or str 8 AP 1, for example

Edited by Big Bad Squig

Also, as a more general Guideline, try to avoid Ap1 on Anti-Tank Weaponry unless you specialize them (Primary Weapon/Ordnance) whilst also having a Lower Rate of Fire unless you make it a gimmick like the SoB Exorcist with D6 Shots.

 

For Anti-Infantry Weaponry, limit Ap1-3. The Vast Majority of the infantry in the game system does not have 3+ Saves. Its mostly 4+ or Worse. Also, Anti-Infantry weapons are rarely S8+ 

 

If you want a more dual-purpose weapon, average S value will be 6-7 with S8 being a bit rarer with Ap being 3-4 with a middling number of Shots (2-5).

 

Example (not singling you out AO108), The S9 Ap1 Heavy 3 Missiles on your tank, while short range have a ton of Firepower with no real downside to them compared to the LasVindicator who can also have 3 S9 Ap1 Shots but pays for it with Ordnance, Being Unable to Move and Pseudo Gets Hot!. Double the Range, sure, but its not moving and shooting every turn and popping tanks left and right like yours will.

 

The S6 on the Missiles is Fine. The Ap3, however, is a bit iffy. At this point, its not really anti-Infantry, its anti-MEQ. In General, A-Inf Weapons have an Ap of 4 or worse since Power Armor is supposed to be the second best thing at keeping you alive, behind Artificer/Terminator Armor. That, and the Infantry these weapons would have originally been created to combat, namely Xenos and Non-Astartes Humans, did not have Armies equipped with Power Armor.

 

Ap3 Weapons are usually a Middle-of-the-Road compromise between Anti-Tank and Anti-Infantry usually being S8 Ap3 (Krakk). Ie: it can tackle light-medium armor pretty well and maybe even do something to heavy armor given the chance while also being able to tackle Tank Armored Infantry (Power Armor) but unable to Crack 2+ saves.

 

Since you have Both Types of warheads in the Vehicles arsenal, you need to make both options specialized at their role, Ex:

  • Anti-Tank 'Melta' Missile: S8/9 Ap1, Ordnance 1/3 or Heavy 1/2 + Armorbane
  • Anti-Infantry 'Frag' Missile: S5/6 Ap 5/4, Heavy 3/5, Blast, Pinning.

Also, 24" Missiles dont make much sense since they're, on average, 36"+ (I'd even wager 48"+)

 

With these two types of warheads, you now have a clear distinction between roles instead of being: I'll just shoot my 3 S9 Ap1 Missiles every chance I get unless its a nicely packed Horde since they have a higher guarantee at doing damage, Denying All armor Saves & FNP while having the same # of Shots.

 

Sure, there are examples that dont really follow these more 'general guidelines' like the Deredeos Aiolos Missile Launcher being 60" S6 Ap3 Heavy 3 Pinning but, you end up paying 200+ Points for the platform and can only really have a maximum of 3 in a single FoC.

 

The other being the Lightnings Kraken Penetrator Missile being 36" S8 Ap1, Heavy 1, Armorbane, One Use Only; the limiting factor for this being: Fragile Delivery Method, Limited Number of Shot (6 maximum on a single Lightning) while also paying upwards of 200 points for a Lightning Equipped as Such.

 

At 145 Points for your tank, its beyond "good" its almost a must-have even if its firepower is Short Ranged since it can Move 6" and still fire without penalty meaning its real Threat-Range is 30".

Edited by Slipstreams

Just cooked this up for the Dune Serpents (looking at a Land Speeder and the DE Venom for ideas)

 

 

 

Constrictor-Pattern Land Speeder – 50 pts

 

Constrictor-Pattern Land Speeder  BS: 4   Front: 10   Side: 10   Rear: 10  HP: 2

 

Unit Composition:

·         1 Constrictor-Pattern Land Speeder

Unit Type:

·         Constrictor-Pattern Land Speeder – Vehicle (Skimmer, Fast, Open-topped)

 

Wargear:

·         Rotor Gun

 

Special Rules:

·         Stealth

·         Deep Strike

 

Options:

·         The Boa-Pattern Land Speeder may replace its heavy bolter with one of the following:

o   Heavy Bolter ……. 5 pts

o   Heavy Flamer …… 5 pts

o   Multi-melta ……… 10 pts

·         The Boa-Pattern Land Speeder may take one of the following additional upgrades:

o   Rotor Gun ……….. 10 pts

o   Heavy Bolter ……. 15 pts

o   Heavy Flamer …… 15 pts

o   Transport Bay …... 15 pts

 

Transport Bay:  The vehicle gains a transport capacity of five models

 

 

Thoughts?

Edited by Big Bad Squig

Seems Fair. Maybe Squadron it (1-5) if taken as a Fast Attack Choice and a Dedicated Transport for, say, Recon/Seeker Marines with a forced Transport Bay Upgrade?

 

Also consider giving it something a bit more special that plays on your Legions Flavor since it is a Pattern of Landspeeder Specific to them. As it stands, while its not bad, it feels a bit Bland http://image.bolterandchainsword.com//public/style_emoticons/default/tongue.png Y'know, somma Dat Legion Bling Bling, Homie! Gotta Pimp Dat Ride! http://image.bolterandchainsword.com//public/style_emoticons/default/biggrin.png

 

+++

 

Heres mine (that I've posted elsewhere)

 

Hidden Content

Phaeton-Pattern Storm Eagle 285pts
BS  F  S  R  HP
 4  12 13 12 4

Unit Composition: One Phaeton-Pattern Storm Eagle
Unit Type: Vehicle (Flyer, Hover, Transport)

Access Points:

+ The Phaeton-Pattern Storm Eagle has Three Access points: One running the Length of the Side Hull on each side and One Underneath. Think Star Wars LAAT (google it) but more Grim Dark and Legion-y...and Storm Eagle-y.

 

Special Rules:
-Deepstrike
-Assault Vehicle
-Independent Turret Fire
-Machine Spirit
-Reinforced Structure

+ Confers a 5+ Invulnerable Save

-Rapid Insertion

 

+ This Rule acts like the Storm Ravens "Skies of Fury" Special rule with the following changes:

+ The Models Scatter 1D6 instead of the Normal 2D6. Jump/Jet Pack Equipped Units do not Scatter, Terminator Armor Equpped Units may not perform this action.

+ May be Performed even if the Phaeton-Pattern Storm Eagle is Zooming. However, the unit scatters 2D6 (1D6 for Jump/Jet Pack Equipped Modes/Units) and may not Move, Run or Assault the turn they arrive if they are deployed in this manner. Terminator Armor Equipped Units may not Perform this action.

Wargear:
-Two Wing-Mounted Twin-Linked Lascannons
-Two Turret-Mounted Twin-Linked Dual Volkite Culverins (One Nose/Front Mounted, One Rear Mounted)
-Extra Armor
-Armored Ceramite

Transport Capacity:

+ The Phaeton-Pattern Storm Eagle has a Transport Capacity for 22 Models and may Carry Jump/Jet Pack Equipped Models so long as they follow the Normal Rules for Transporting Models with the 'Bulky' Special Rule.

 

Options:
-The Phaeton-Pattern Storm Eagle may purchase the following upgrades:

+ Ram-Jet Diffraction Grid +25pts

+ Flare Shield (Active in Hover Mode Only) +25pts

+ Chaff Launcher +15pts

+ A Single Depth Charge +75pts

-A Depth Charge has the following Profile:

+ Range: --, Strength: 10, Ap1, Bomb, One Use, Armorbane, Large Blast (7"), Massive

Massive: A Bomb Weapon with this Special Rule taken as an Upgrade for a Vehicle has its Transport Capacity reduced by Half until it has been Fired.

 

Now, Some Justifications as to why its geared the way it is.

  • Its meant to go in fast, drop units in enemy lines and/or pick up friendlies in enemy turf. Since the Sides of the Storm Eagle are the largest, most exposed part, it makes sense for them to be up-armored especially since this versions doors run +/- the entire length of the craft. Hence the Side Armor 13, Armored Ceramite (its also void-capable) and Reinforced Structure and Extra Armor(has to withstand the crushing Depths of Iona)
  • All its weapons are Laser/Energy Based: Bullets/missiles aren't the best thing to shoot when underwater or in space since they have to cross distances at not-lightspeed, something lasers/energy weapons do.
  • Access Points: Self Explanatory with the 'Different' thing being the Bottom/Floor Hatch. Facilitates Air-Drops as well as permitting Troops to disembark the craft while underwater without flooding the cabin by using equalized Pressure. Mostly there for Flavor.
  • Front and Rear Turret: Since this craft is made to be used deep in enemy lines, having an independent turret at the front frees up the Pilot to concentrate on flying while also being able to aim below his vantage point to clear landing zones on entry. Same thing for the Rear Turret but to cover the escape of the Vehicle when it leaves Hostile Territory and to cover a blind-spot most flyers have.
  • Ramjet Diffraction Grid: Its a Flareshield for the Butt of an Aircraft. Makes sense for one that rushes headlong into enemy lines, picks some peeps up and then turns around and gets outta there, exposing its rear to them on the way out to have it.
  • Flare Shield Only in Hover: Again, Makes sense for it to have it (though in a limited capacity) due to the role it has.
  • Chaff Launcher: Most aircraft should have this in some form especially if they get shot at by missiles on a consistent basis http://image.bolterandchainsword.com//public/style_emoticons/default/tongue.png
  • Depth Charge: Mostly a wink to a fellow Frater but, upon consideration, could be made to work since they could be reasonably expected to deploy these mines underwater....or drop them on top of Land Based Units.

That Said, to balance it out, I made it have rather 'Limited' Firepower: 16 TL Culverin Shots (8 front, 8 rear) Threatening Infantry and Av12 at most and 2 TL Lascannon Shots for some punch, mostly to fight off other aircraft or pop a tank thats close to their Hot LZ. 

 

All this does make it end up costing a Ton, 285, Before Upgrades, Essentially being a Flying Spartan http://image.bolterandchainsword.com//public/style_emoticons/default/tongue.png

Edited by Slipstreams

Seems Fair. Maybe Squadron it (1-5) if taken as a Fast Attack Choice and a Dedicated Transport for, say, Recon/Seeker Marines with a forced Transport Bay Upgrade?

 

 

My Legion RoW is no vehicle squadrons of more than one model, hence the unusual choice of unit size.  I will make it a Djinn (my answer to recon/seeker marines) transporter.  Also, I'm liking the depth charge.  Seems like a very subtle weapon http://image.bolterandchainsword.com//public/style_emoticons/default/msn-wink.gif  

 

 

Seems Fair. Maybe Squadron it (1-5) if taken as a Fast Attack Choice and a Dedicated Transport for, say, Recon/Seeker Marines with a forced Transport Bay Upgrade?

 

My Legion RoW is no vehicle squadrons of more than one model, hence the unusual choice of unit size. I will make it a Djinn (my answer to recon/seeker marines) transporter. Also, I'm liking the depth charge. Seems like a very subtle weapon http://image.bolterandchainsword.com//public/style_emoticons/default/msn-wink.gif

No one ever expects an anti-ship mine to get dropped on them, on land, from a troop transport ;)

This time for Godslayers

 

Zbruch Linebreaker Tank Squadron – 75 pts per model

 

Zbruch Linebreaker  BS: 4   Front: 13   Side: 11   Rear: 10  HP: 3

 

Unit Composition:

·         1-3 Zbruch Linebreakers

Unit Type:

·         Zbruch Linebreaker – Vehicle (Tank, Fast)

 

Wargear:

·         Searchlight

·         Smoke Launchers

·         Quad Heavy Bolter

·         Dozer Blade

 

Options:

·         Any Zbruch Linebreaker may replace its quad heavy bolter with one of the following:

o   Flamestorm cannon ……. 20 pts

o   Retaliator cannon …..…… 25 pts

·         Any Zbruch Linebreaker may take one of the following additional upgrades:

o   Extra Armour ………………. 10 pts

o   Armoured Ceramite ……. 20 pts

o   Nullfield Projector …….... 30 pts

 

 

Retaliator Cannon:  RNG: 24”   S: 2   AP: -   Heavy 16, Twin-linked, Rending, Pinning

 

Nullfield Projector:  All blessings, maledictions and vortexes within 6" of a model with a Nullfield Projector inches immediately cease to effect.  A model with a Nullfield Projector may not be targeted by any psychic powers, and grants all units fully within 6 inches +1 to Deny the Witch rolls.

Edited by Big Bad Squig

What role do you envision the tank having? Maybe give it Fast?

 

I also feel that Pinning on the Retaliator Cannon would be fair. Who wouldnt duck when getting drowned in that strong of a bullet hail?

Edited by Slipstreams

Behold what happens when a Crimson Lions techmarine get left alone with a flyer for more than five seconds....

Minotaur Assault Ship, 250 points (Fast attack)

F12 S11 R10 HP3.

Weapons: Aiolos missile array, twin linked plasma cannon, twin linked lacannon turret, two wing mounted twin linked plasma cannons, twin linked kheres assault cannon, heavy bolter sponsons, door mounted heavy bolter.

Door mounted heavy bolter: On the turn that a unit disembarks from a Minotaur assault transport, the vehicle may choose to fire as though it had an additional twin linked heavy bolter.

Transport capacity: 10 space marines.

 

Unit size: 1 Minotaur assault ship.

 

May take up to two more minotaur assault ships for +250 points each.

 

May replace it's wing mounted plasma cannons with

Wing mounted multi melta's +5 points

Wing mounted lascannons +10 points

 

May replace it's door mounted heavy bolter with

Door mounted missile launcher +10 points.

Door mounted plasma cannon +15 points.

Door mounted lascannon +15 points.

 

Any Minotaur assault ship may take

Extra armour +15 points

The aiolos missile array is built into the nose of the aircraft, the twin linked plasma cannon is located just in front of the cockpit, the kheres are on the underside of the wings, as are two of the plasma cannons. Hevy bolter sponsons on the sode and then the door mounted heavy bolter is located on the roof of the passenger compartement.

What else does the aircraft have? Also remember vehicular limits to the amount of weapons you can fire.

 

Since nothing is independent and all tied to the same vehicle for shooting purposes, the moment you snapfire, those plasma cannons are dead weight since theyre template weapons and would be unable to shoot.

 

Youre better off Pearing Down and making it solid rather than strapping as many guns as you physically can to an Airframe, imo.

 

Also, where along the fuselage is the cockpit located? Does it look more like a Caestus Assault Ram or Storm Eagle? Since if its the latter type deal, the Nose of the Aircraft (where the missiles are) is also the front of the cockpit (where 1 of 3 plasma cannons are) meaning youd have, really, no room for a front ramp if thats the case since itd be : missiles at the tip with plasma cannons over/under it just ahead of the cockpit.

 

Additionally, how big is this thing?

 

If you dont mind me changing things up a bit consider:

 

Fire Raptor Frame:

-swap Avenger Bolt Cannon for Two Twin-Linked Plasma Cannons in the socket (cant shoot this at other flyers)

-Top-Rear Hull mounted Aiolos Missile Array

-Two wing mounted Twin-linked Kheres Assault cannons, one on each wing (where the missiles/lascannons would go

-Single, Twin-Linked Plasma Cannon mounted Above Rear Exit Ramp

-One Turret Mounted Twin-Linked Heavy Bolter found on the Underside

-Three Access points: one rear, one on each side.

 

Still has all the weapons youve listed.

 

Unless you were going for a Completely Different Airframe, this is what made the most sense in my mind as to the Layout of Weapons on such a craft.

 

As to the points cost of the Upgrades: especially on a flyer, a Lascannon is much more valuable than a Plasma Cannon since the former can be shot at other non-hovering flyers.

 

Id also possibly shy away from Flyer Squadrons, especially if they transport, since if one goes into hover, theyd all have to and with how big their footprint can potentially be, you could find yourself under some nasty templates and/or suffer the consequences of Squadroned Vehicles such as only one getting shot at but dealing enough hullpoint damage to kill them all.

When I began my legion fluff some time ago I had them using Castellan Assault Landers(or something like that).

 

They were mentioned in the second Dark Angels HH novel, but I've never seen them mentioned elsewhere.

 

How I would make them different from Stormbirds I have no idea.

 

Another legion specific idea I had were heavy siege guns designed by the primarch.

 

I've settled on the name Magganon.

 

I'm thinking massive artillery piece on a Bane Blade chassis with point defense weapons.

Alright I can see us going that route. I just was thinking of possibilities like the Achilles being developed by Dorn and used by everybody.

 

But actually long those lines I've a few ideas.

 

Land Raider Mauler: Based on the Achilles chassis of up armoured Land Raiders, the Mauler removes the heavy quadmorter cannon for a twin linked small prototype Assault Cannon being developed on Terra. Allowing for greater trasport capacity and a heavy close range anti infantry platform.

 

Points 300

BS:4 F:14 S:14 R:14 HP: 4

Unit Type: Vehicle(Tank Transport)

Wargear: Twin Linked hull mounted Assault Cannon, two sponson mounted Volkite Culverins, Frag Assault Launchers, Spotlight, Smoke Launchers.

 

Special Rules:Assault Vehicle, Power of the Machine Spirit, Enhanced Ferromagnetic Rites.

 

Transport Capacity: Twelve Models

Fire Points: None

Access Points: One on each side of the hull.

 

Options: May exchange twin linked Volkite Culverins for Twin Linked Multi Meltas for free, or twin linked Plasma Cannons for +10 points

May take a siege shield for +10 points

 

Land Raider Mauler Nova: Replacing the transport capacity of the Mauler for Thunderer/Demolisher cannon, the Mauler Nova brings in heavy fire support and siege capacity in arenas where greater armour is needed than the Vindicators, and there is not enough operation room for a Typhon siege tank. In this capacity it has served the Iron Bears flawlessly.

 

Points 350

BS:4 F:14 S:14 R:14 HP:5

Unit Type: Vehicle(Tank, Heavy)

Wargear: Hull mounted Thunderer Cannon, Twin Linked hull mounted Assault Cannon, two sponson mounted Volkite Culverins, Siege Shield, Spotlight, Smoke Launchers.

 

Special Rules:Assault Vehicle, Power of the Machine Spirit, Enhanced Ferromagnetic Rites.

 

Transport Capacity: None

Fire Points: None

Access Points: None

 

Options: May exchange twin linked Volkite Culverins for Twin Linked Multi Meltas for free, or twin linked Plasma Cannons for +10 points

 

Another legion specific idea I had were heavy siege guns designed by the primarch.

 

I've settled on the name Magganon.

 

I'm thinking massive artillery piece on a Bane Blade chassis with point defense weapons.

Niklaas wouldn't want to gift a few those Super heavy artillery pieces to Daer'dd would he?

 

Another legion specific idea I had were heavy siege guns designed by the primarch.

I've settled on the name Magganon.

I'm thinking massive artillery piece on a Bane Blade chassis with point defense weapons.

Niklaas wouldn't want to gift a few those Super heavy artillery pieces to Daer'dd would he? They sound pretty perfect along side our rows of Basilisks and Minotaurs.

I was thinking the other day about what Niklaas could build for Daer'dd. I think we have a winner.

 

 

Another legion specific idea I had were heavy siege guns designed by the primarch.

I've settled on the name Magganon.

I'm thinking massive artillery piece on a Bane Blade chassis with point defense weapons.

Niklaas wouldn't want to gift a few those Super heavy artillery pieces to Daer'dd would he? They sound pretty perfect along side our rows of Basilisks and Minotaurs.
I was thinking the other day about what Niklaas could build for Daer'dd. I think we have a winner.

I have too actually, I'm not sure. Because smith to smith a primary combat weapon or suit of Armor seems like an insult. So I was thinking maybe something like a forge ship or a battle barge. I'm not really sure what Niklass could benefit from.

 

 

 

Another legion specific idea I had were heavy siege guns designed by the primarch.

I've settled on the name Magganon.

I'm thinking massive artillery piece on a Bane Blade chassis with point defense weapons.

Niklaas wouldn't want to gift a few those Super heavy artillery pieces to Daer'dd would he? They sound pretty perfect along side our rows of Basilisks and Minotaurs.
I was thinking the other day about what Niklaas could build for Daer'dd. I think we have a winner.

I have too actually, I'm not sure. Because smith to smith a primary combat weapon or suit of Armor seems like an insult. So I was thinking maybe something like a forge ship or a battle barge. I'm not really sure what Niklass could benefit from.

I had thought of a unique dreadnought chassis. Maybe Daer'dd is impressed by the Fire Keepers refusal to yield in battle and he builds a dreadnought to allow such determined warriors to continue to fight. Maybe a particular Fire Keeper commander stood out to Daer'dd. I'll just through out the name Ehr Coram. I had pictured him as a dread.

Because I couldn't help myself I felt I had to add this one into our continuity. Some of you probably remember this one http://image.bolterandchainsword.com//public/style_emoticons/default/msn-wink.gif

 

Jocasta Pattern Grav-attack Tank (Fast Attack)

Points 110
BS:4 F:13 S:11 R:10 HP: 3
Unit Type: Vehicle(Tank, Fast, Skimmer)

Composition: 1 Jocasta Pattern Grav-attack Tank
Wargear: Lascannon, Havoc Launcher, Searchlight, Smoke Launcher.

Special Rules: Unreliable.

 

May replace the Havoc Launcher with one of the following:

  • Missile Launcher (Frag & Krak).................+5 points
  • Cyclone Missile Launcher..........................+15 points
  • Lascannon.................................................+15 points

May take any of the following:

  • Auxiliary Drive...........................................+10 points
  • Up to two Hunter Killer Missiles................+5 points each
  • Extra Armour.............................................+10 points
  • Armoured Ceramite..................................+20 points
  • Flare Shield...............................................+25 points
  • Machine Spirit...........................................+25 points
  • Flak Missiles.............................................+10 points

Unrelieable: The Jocasta is notoriously unreliable, it's galvanic motors sieze or the Grav-plates fail unexpectedly, due to the number of esoteric systems that can go wrong onboard. Any Battlesmith rolls made to repair a Jocasta Pattern Grav-attack Tank suffer a -1 penalty.

Edited by Grifftofer
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