[WH40K] Скрежет металла. | ходы игроков | Информаторий техники Имперской Гвардии

 
DungeonMaster Ranadan
11.04.2016 15:12
  =  


CHIMERA

More than a simple armoured personnel carrier, the Chimera is both a transport vehicle and light tank, and its dependable frame and universal design forms the backbone of the Imperial Guard’s armoured might.
The Chimera is designed to transport a full squad of Guardsmen into the thick of the fighting, whilst still providing support in the form of heavy firepower. The Chimera’s heavily armoured front makes it ideal for head-on assaults where lines of Chimeras can form an exceptionally effective spearhead, backed up by the infantry within them.
The Chimera’s success is also down to its versatility. More vehicles are based upon the Chimera design than any other, from command tanks like the Salamander to self-propelled artillery like the Medusa. Even the basic Chimera itself has many variants, and its modular turret and hull mounts can be adapted to a number of different weapon configurations to ensure a level of tactical flexibility not normally achievable with other Guard vehicles. The Chimera’s adaptability is such that many other organisations, such as the Inquisition and the Adeptus Arbites, also employ the vehicle, making it one of the most ubiquitous designs in the galaxy.

Type: Tracked Vehicle Tactical Speed: 15 m
Cruising Speed: 70 kph Manoeuvrability: +0
Structural Integrity: 35 Size: Massive
Armour: Front 30, Side 22, Rear 16
Vehicle Traits: Amphibious, Enclosed, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Hull Weapon)
Carrying Capacity: 12 Imperial Guardsmen plus wargear

Weapons

Turret-mounted weapon (choose one of the following):
• Multi-laser (150m; –/–/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable)
• Heavy Bolter (150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable)

Hull-mounted weapon (choose one of the following):
• Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

Options

The Chimera may take one Pintle-mounted weapon mounted atop the turret (choose one of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

Special Rules

There are a wide variety of Chimera configurations and it is fairly common to see specialist command Chimeras leading mechanised infantry platoons. At the GM’s discretion, a Chimera may be given the Command and Control Vehicle Trait. Additionally, most Chimeras have several firing ports running along their flanks (3 per side). Sometimes these are taken up by hull-mounted lasguns to be controlled by transported troops, but if not, they may be used as firing ports by passengers. The Chimera also has a hatch on top of the hull that can be used by passengers as a method of embarkation/disembarkation as well as a firing point.

Боекомплект:
Боекомплект для основного орудия -1000 снарядов или 20 выстрелов.
Боекомплект для второстепенных орудий - 400 снарядов или 10 выстрелов.
Отредактировано 14.04.2016 в 14:57
1

DungeonMaster Ranadan
11.04.2016 15:13
  =  


Hellhound Flame Tank

One of the more specialist variants of the Chimera chassis, the Hellhound Flame Tank is a dedicated anti-infantry tank designed to clear out masses of troops with its fearsome inferno cannon. Watching a Hellhound in action is a frightening prospect, as great gouts of fiery promethium spray outwards in a large arc. The effect is short lived, but the roar of its scorching payload is soon replaced by the tortured screams of those unfortunate enough to be caught in the wave of fire.
Hellhounds are suited to the more reckless and cavalier of vehicle crews, as while they may have increased armour across their flanks, they do carry vast amounts of highly explosive promethium fuel. Every hit could spell potential disaster for a Hellhound and its crew, and exposed infantry tend to give the tank a wide berth in case a well-aimed shot from an enemy turns the tank into a raging fireball of titanic proportions.
Despite these obvious drawbacks, the Hellhound itself has a good reputation as a quick strike vehicle, moving ahead of the main line to torch dug-in enemy positions and burn away obstructions for the slower and heavier vehicles that follow behind it. The enemies of Mankind know to fear the Hellhound and their crews exploit this well-deserved dread at every opportunity.

Type: Tracked Vehicle Tactical Speed: 18 m
Cruising Speed: 70 kph Manoeuvrability: +10
Structural Integrity: 30 Size: Massive
Armour: Front 30, Side 28, Rear 18
Vehicle Traits: Enclosed, Enhanced Motive Systems, Extremely Volatile, Reinforced Armour, Tracked Vehicle
Crew: 1 Commander (main gun), 1 Driver, 1 Gunner (Hull Weapon)
Carrying Capacity: None

Weapons

Turret-mounted Inferno Cannon (50m; S/–/–; 2d10+15 E; Pen 8; Clip 100; Reload —; Flame, Spray)

Hull-mounted weapon (choose one of the following):
• Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

Options

The Hellhound may take one Pintle-mounted weapon, mounted atop the turret (choose one of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

Special Rules

The vast quantity of promethium fuel carried by a Hellhound gives it a considerable amount of staying power in prolonged engagements. The inferno cannon carried by the Hellhound doubles its Clip Size to 100 rather than 50 (this has been included in the profile above). Additionally, once the Hellhound has used all the ammunition for its inferno cannon, it loses the Extremely Volatile Vehicle Trait until the fuel has been reloaded.


Боезапас основного орудия - 98 снарядов.
Боезапас вторичных орудий - 600 зарядов.
Отредактировано 14.04.2016 в 14:44
2

DungeonMaster Ranadan
11.04.2016 15:13
  =  


Leman Russ Battle Tank

The Leman Russ is the workhorse of the Imperial Guard’s armoured companies. Deployed to virtually every warzone across the galaxy for thousands of years, there is no other type of tank that sees more combat than the Leman Russ. A robust and rugged design, the Leman Russ actually benefits from its unsophisticated construction techniques that allow it to traverse all sorts of terrain types and ensure that it can operate in almost any local conditions. Its heavy armour, mostly concentrated towards the front, provides a level of protection that outweighs all but the greatest tanks of the Adeptus Astartes, and its weapon configuration allows it to take on a varied range of targets.
The Leman Russ is slow and bulky, yet adaptable, forming the basis for several variants such as the Executioner and the Annihilator. It is one of the most recognisable silhouettes on the battlefield and the sound the Leman Russ’ battle cannon makes as it fires high explosive rounds towards the enemies of the Imperium can be as inspirational as a Ministorum Priest’s battle hymn or the shouts of a Commissar.

Type: Tracked Vehicle Tactical Speed: 12 m
Cruising Speed: 35 kph Manoeuvrability: –10
Structural Integrity: 55 Size: Massive
Armour: Front 40, Side 32, Rear 20
Vehicle Traits: Enclosed, Reinforced Armour, Rugged, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon), 2 additional Gunners (Sponsons; if taken)
Carrying Capacity: None

Weapons

Turret-mounted Battle Cannon (750m; S/–/–; 3d10+10 X; Pen 8; Clip 12; Reload 3 Full; Blast [10], Concussive [3], Reliable)
Hull-mounted weapon (choose one of the following):
• Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Lascannon (Front Facing; 300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])
• Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

Options

The Leman Russ may take two Sponson-mounted weapons (choose one of the following):
• 2 Heavy Bolters (Left Facing/Right Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• 2 Heavy Flamers (Left Facing/Right Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• 2 Plasma Cannons (Left Facing/Right Facing; 120m; S/–/–; 2d10+10 E; Pen 8; Clip 32; Reload 5 Full; Blast [1], Maximal, Overheat)

The Leman Russ may take one Pintle-mounted weapon mounted atop the turret (choose one of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

Боезапас основного орудия - 40 снарядов.
Боезапас вторичных орудий - 600 зарядов.
Отредактировано 14.04.2016 в 12:44
3

DungeonMaster Ranadan
11.04.2016 15:14
  =  


Leman Russ Demolisher

The Demolisher gets its name from the enormous siege cannon that sits within its turret. This demolisher cannon fires massive shells that can level buildings, annihilate heavily armoured infantry, and obliterate vehicles in a single hit. However, the main cannon is not the only thing that makes the Demolisher so dangerous and so popular amongst the infantry of the Imperial Guard.
Based on the venerable chassis and construction techniques of the Leman Russ, the Demolisher strains its engine by adding even more armour to its rear quarters and thickening the armour in all other locations. This makes it one of the slower vehicles in the Imperial Guard arsenal, almost as slow as some of the colossal super-heavy tanks, but also one of the most resilient. Demolishers can form bulwarks in defensive actions, and a line of these tanks can hold off a determined attacker for hours, if not days, when properly supplied with ammunition.
On the offensive, the Demolisher acts as a siege tank, spearheading attacks against the most hardened points of enemy resistance. Often equipped with hull lascannons and exceptionally dangerous sponson weaponry such as plasma cannons and multi-meltas, these siege tanks can blast holes in enemy formations, allowing for faster elements to move in and claim their objectives. The Demolisher is a vital and powerful element of any Armoured Company.

Type: Tracked Vehicle Tactical Speed: 10 m
Cruising Speed: 28 kph Manoeuvrability: –15
Structural Integrity: 60 Size: Massive
Armour: Front 40, Side 35, Rear 22
Vehicle Traits: Enclosed, Reinforced Armour, Ponderous, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon), 2 additional Gunners (Sponsons; if taken)
Carrying Capacity: None

Weapons

Turret-mounted Demolisher Cannon (50m; S/–/–; 4d10+20 X; Pen 10; Clip 2; Reload Full; Blast [10], Concussive [3])

Hull-mounted weapon (choose one of the following):
• Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Lascannon (Front Facing; 300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])
• Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

Options

The Demolisher may take two Sponson-mounted weapons (choose one of the following):
• 2 Heavy Bolters (Left Facing/Right Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• 2 Heavy Flamers (Left Facing/Right Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• 2 Plasma Cannons (Left Facing/Right Facing; 120m; S/–/–; 2d10+10 E; Pen 8; Clip 32; Reload 5 Full; Blast [1], Maximal, Overheat)
• 2 Multi-meltas (Left Facing/Right Facing; 60m; S/–/–; 2d10+16 E; Pen 12; Clip 24; Reload Full; Blast (1), Melta)

The Demolisher may take one Pintle-mounted weapon mounted atop the turret (choose one of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

Боезапас основного орудия - 25 снарядов.
Боезапас вторичных орудий - 600 зарядов.
Отредактировано 14.04.2016 в 12:45
4

DungeonMaster Ranadan
11.04.2016 15:14
  =  


Leman Russ Vanquisher

An extremely sophisticated and rare variant of the basic Leman Russ, the Vanquisher is a dedicated vehicle destroyer and command tank. Equipped with the exceptionally longbarrelled vanquisher cannon, a Vanquisher is capable of sending specialist anti-tank shells that far outclass standard anti-tank munitions. Their built-in command and control systems also make them natural choices for squadron and company command vehicles, and Vanquisher crews are usually hand-picked from the best within any given regiment.
The unfortunate reality when it comes to the Vanquisher is that they are in short supply. Very few Forge Worlds now possess the ability to make vanquisher cannons and the specialist ammunition they use, and many Vanquishers have to make do with standard types of ammunition when their namesake rounds are unavailable.
Vanquishers are usually kept towards the middle of an armoured advance as to not expose them to enemy fire too early into a confrontation and to ensure that they can keep an eye on the battle around them, putting their command and control systems to better use. The extra range their vanquisher cannons afford mean they can often snipe enemy vehicles from afar before moving in closer to use their secondary weapons. Tank commanders privileged enough to find themselves leading the crew of a Vanquisher often have good prospects for rank advancement, and their tanks are often afforded much glory in the name of the God-Emperor.

Type: Tracked Vehicle Tactical Speed: 12 m
Cruising Speed: 35 kph Manoeuvrability: –10
Structural Integrity: 55 Size: Massive
Armour: Front 40, Side 32, Rear 20
Vehicle Traits: Command and Control, Enclosed, Reinforced Armour, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 1 Gunner (Turret), 1 Loader/Gunner (Turret/Hull Weapon), 2 additional Gunners (Sponsons; if taken)
Carrying Capacity: None

Weapons

Turret-mounted Vanquisher Cannon (900m; S/–/–; 3d10+5 X; Pen 16; Clip 6; Reload 2 Full; Accurate)

Hull-mounted weapon (choose one of the following):
• Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Lascannon (Front Facing; 300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])
• Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

Options

The Leman Russ Vanquisher may take two Sponson-mounted weapons (choose one of the following):
• 2 Heavy Bolters (Left Facing/Right Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• 2 Heavy Flamers (Left Facing/Right Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• 2 Plasma Cannons (Left Facing/Right Facing; 120m; S/–/–; 2d10+10 E; Pen 8; Clip 32; Reload 5 Full; Blast [1], Maximal, Overheat)

The Leman Russ Vanquisher may take one Pintle-mounted weapon mounted atop the turret (choose one of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

Special Rules

There are very few forge worlds that still produce Leman Russ Vanquishers. As a result, each Vanquisher tends to be identifiable from the perspective of which Forge World it originated from, including those that produce slightly different versions to the norm. At the GM’s discretion, a Vanquisher may be changed to a Gryphonne-pattern or Stygies-pattern Vanquisher. These types of Vanquishers are functionally the same, but their turrets also feature a Co-Axial storm bolter (Co-Axial Mount; 90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing).

Боезапас основного орудия - 28 снарядов.
Боезапас вторичных орудий - 600 зарядов.
Отредактировано 14.04.2016 в 14:43
5

DungeonMaster Ranadan
11.04.2016 15:15
  =  


Sentinel Scout Walker

Small and lightly built, the Sentinel is mostly employed as a reconnaissance walker, ranging far ahead of the main advance in order to find areas where the enemy is concentrated the most or to launch ambushes upon the enemy’s own forward elements. They also make excellent close support weapon platforms, especially in tight quarters where their exceptional mobility and capacity to move and fire heavy weapons comes into its own.
Sentinels have very little armour, and most variants leave their single pilot exposed to the elements. This makes them illsuited to drawn-out conflicts or front line action. Sentinel pilots often have to be very careful about the targets they choose, and learn to value their small walker’s quick ground speeds. Variants with enclosed cockpits and even heavy armour do exist, but these are rarely used for reconnaissance roles.
Sentinels can be equipped with a wide variety of weapon systems that give Guard commanders a decent amount of options as to what types of targets they want their Sentinel squadrons to attack. The multi-laser is the most frequently used, but long-ranged autocannons and powerful lascannons are also quite common. There are even some specialist designs, such as the Elysian Drop Sentinel, that make use of very powerful weapons such as the multi-melta, a weapon not usually seen outside of the heaviest Imperial Guard Armoured Companies.
This level of tactical ability, along with their capacity for traversing more terrain types than heavier vehicles, makes the Sentinel a valuable asset to the Imperial Guard and gives Guard commanders a higher level of strategic flexibility.

Type: Walker Tactical Speed: 10 m
Cruising Speed: 45 kph Manoeuvrability: +10
Structural Integrity: 20 Size: Enormous
Armour: Front 25, Side 15, Rear 15
Vehicle Traits: Enhanced Motive Systems, Open-Topped, Walker
Crew: 1 Driver
Carrying Capacity: None

Weapons

One weapon chosen from the following:
• Multi-laser (150m; –/–/5; 2d10+10 E; Pen 2; Clip 100; Reload 2 Full; Reliable)
• Heavy Flamer (30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)
• Autocannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 40; Reload 2 Full; Reliable)
• Lascannon (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])

Special Rules

Some Sentinels are used to clear out large areas of forest and jungle using a specially adapted chainblade. Ostensibly, these blades are not designed for melee combat, but that doesn’t stop Sentinel pilots from using them against the enemy should they get too close. At the GM’s discretion, a Sentinel may be given a large chainblade (Melee; 2d10+4; Pen 4; Tearing, Unwieldy) that may be used like any other Melee weapon.
The chainblade gains no Strength Bonus from the pilot and it does not replace the standard shooting weapon. Alternatively, the GM can choose to replace the Sentinel’s Enhanced Motive Systems Vehicle Trait with the Reinforced Armour and/or Enclosed Vehicle Traits. If given the Enclosed Vehicle Trait, the Sentinel loses its Open-Topped Vehicle Trait. Finally, in
very rare circumstances, the GM may agree to give a Sentinel the Orbital Deployment Vehicle Trait as a way of representing the Sentinel being deployed via grav chute. However, this sort of deployment method should be considerably uncommon outside of Elysian units.

Боезапас основного орудия - 1000 зарядов.
Отредактировано 14.04.2016 в 15:02
6

DungeonMaster Ranadan
11.04.2016 15:16
  =  


Basilisk

Showing just how multi-purpose the basic Chimera chassis is, the Basilisk is not a transport vehicle at all but is instead the premiere artillery unit of the Imperial Guard. Entire sectors have had their fates decided by the power and roar of the Basilisk’s mighty earthshaker cannon, and, true to its basic construction, it remains one of the more versatile artillery units available to Guard commanders.
Basilisk batteries are capable of flattening entire cities, decimating tank formations and cutting a swathe through massed ranks of advancing infantry. This ability stems from the earthshaker artillery shell, a type of ordnance so potent and so powerful that it tends to literally shake its targets apart. Destroying the enemies of the God-Emperor is not the only thing a Basilisk can do, as its main gun can fire a variety of shells in order to support its fellow infantry. Illumination shells can carpet battlefields in daylight, forcing heretics and xenos alike out of the darkness, and smoke shells can keep Imperial Guard infantry and tanks safe as they advance towards their targets. With abilities like these, the Basilisk becomes more than just another artillery piece—it becomes a vital part of the Imperial Guard war machine.

Type: Tracked Vehicle Tactical Speed: 12 m
Cruising Speed: 35 kph Manoeuvrability: –5
Structural Integrity: 40 Size: Massive
Armour: Front 30, Side 18, Rear 16
Vehicle Traits: Open-Topped, Tracked Vehicle
Crew: 1 Commander (main gun), 1 Driver, 1 Gunner (Hull Weapon), 1 Loader (main gun)
Carrying Capacity: None

Weapons

Earthshaker Cannon on a Fixed weapon mounting (3,500m; S/–/–; 4d10+10 X; Pen 8; Clip 1; Reload Full; Blast [20], Concussive [3], Indirect [5])

Hull-mounted weapon (choose one of the following):
• Heavy Bolter (Front Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing)
• Heavy Flamer (Front Facing; 30m; S/–/–; 1d10+5 E; Pen 4; Clip 20; Reload 2 Full; Flame, Spray)

Options

The Basilisk may take one Pintle-mounted weapon, mounted at the front of the vehicle (choose one of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

Special Rules

A number of variants of the Basilisk exist, including several that fully enclose the main gun and the gun’s operators. At the GM’s discretion, a Basilisk may be given the Enclosed Vehicle Trait, losing the Open-Topped Vehicle Trait. Additionally, unlike a many artillery platforms, the Basilisk is capable of being used as a direct fire siege gun. By spending a Full Action, the crew of Basilisk can remove (or add) the Indirect Quality to the Earthshaker Cannon mounted on their vehicle. All the usual requirements for Standard Attack Actions apply, such as Line of Sight, when firing the earthshaker cannon without this Quality.

Боезапас основного орудия - 20 снарядов.
Боезапас вторичных орудий - 300 зарядов.
Отредактировано 14.04.2016 в 15:00
7

DungeonMaster Ranadan
11.04.2016 15:16
  =  


Baneblade

The Baneblade is easily one of the most dangerous vehicles on the battlefields of the 41st Millennium. Colossal vehicles, Baneblades make Leman Russ battle tanks look tiny and pathetic in comparison, and the morale boost from seeing one of these metal leviathans can never be underestimated. Baneblades are bristling with weapons and can engage more targets by themselves than most vehicle squadrons. Their armour is nigh on impenetrable to small arms fire and they can shrug off hits that would core even a Leman Russ Demolisher.
A Baneblade’s main weapon is the huge baneblade cannon. Firing a specially designed rocket-propelled warhead, it can remove entire chunks of the battlefield in fiery plumes of death and destruction. An autocannon is slaved to the main cannon in a co-axial mount, mainly used to guide the larger gun’s shots. However, unlike some superheavy vehicles, the Baneblade’s arsenal does not end with its primary weapon. A hull-mounted demolisher cannon gives the Baneblade added punch at shorter ranges and a trio of twin-linked heavy bolters give it the defensive firepower of an entire squadron of Leman Russ. Finally, two strategically placed lascannon turrets give the Baneblade protection against flanking vehicles, especially walkers, who can often turn the Baneblade’s sluggish speed against it.
To be the commander of a Baneblade is to be a god among other tank crews. Baneblades are always in high demand and most Imperial Guard armies will be lucky to have one in their service, let alone a full squadron. However, even one Baneblade can turn the tide of a losing battle, or make the break in a vital siege—there is almost nothing that can stand in a Baneblade’s way.

Type: Tracked Vehicle Tactical Speed: 8 m
Cruising Speed: 25 kph Manoeuvrability: –30
Structural Integrity: 120 Size: Monumental
Armour: Front 45, Side 38, Rear 30
Vehicle Traits: Command and Control, Damage Control, Enclosed, Ponderous, Reinforced Armour, Super-Heavy, Tracked Vehicle
Crew: 1 Commander (Turret), 1 Driver, 5 Gunners (Turret/Demolisher cannon/Hull heavy bolter turret/both sponsons), 2 Loaders (Turret/Demolisher cannon). Baneblades usually have a dedicated comms-operator and sometimes have an Enginseer as part of their crew.
Carrying Capacity: None

Weapons

Turret-mounted Baneblade Cannon (750m; S/–/–; 3d10+15 X; Pen 10; Clip 12; 3 Full; Blast [12], Concussive [3], Reliable)
with Co-Axial mounted M34 Auto-cannon (300m; S/3/–; 3d10+8 I; Pen 6; Clip 20; 2 Full; Ogryn-Proof, Reliable)

Hull-mounted Demolisher Cannon (Front Facing; 50m; S/–/–; 4d10+20 X; Pen 10; Clip 2; Reload Full; Blast [10], Concussive [3])

Turret-mounted twin-linked Heavy Bolter (150m;–/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)

2 Sponson-mounted twin-linked Heavy Bolters (Left Facing/Right Facing; 150m; –/–/6; 1D10+8 X; Pen 5; Clip 60; Reload Full; Tearing, Twin-Linked)
2 Turret-mounted Lascannons (300m; S/–/–; 5d10+10 E; Pen 10; Clip 30; Reload 2 Full; Proven [3])

Options

The Baneblade may take one Pintle-mounted weapon mounted atop the turret (choose one of the following):
• Heavy Stubber (100m; –/–/8; 1d10+4 I; Pen 3; Clip 80; Reload 2 Full)
• Storm Bolter (90m; S/2/4; 1d10+5 X; Pen 4; Clip 60; Reload Full; Storm, Tearing)

Special Rules

Baneblades have weapon mountings across their entire hull. To further clarify the weapons listed above, each of the Turret-mounted lascannons are located on top of the Sponson-mounted twin-linked heavy bolters, and the Turretmounted twin-linked heavy bolter is mounted far forward on the Baneblade’s hull, to the right of the demolisher cannon.
Remember that whilst turrets have a 360-degree Fire Arc, the vehicle itself blocks this and limits the smaller turrets’ Fire Arcs (especially the twin-linked heavy bolter turret). Additionally, the sophisticated machine spirits slaved to the Baneblade’s lascannons mean they can be fired at the same time and at different targets, as the vehicle’s sponsonmounted twin-linked heavy bolters by the same gunner as a Full Action.
Baneblades are often used as more than just command tanks, but command and control fortresses that can coordinate the attacks of multiple vehicle squadrons at once. At the GM’s discretion, a Baneblade may be given the Improved Command and Control Vehicle Trait in place of its standard Command and Control Vehicle Trait. Additionally, the Baneblade may be given the Environmentally Sealed Vehicle Trait. If an Enginseer is part of a Baneblade’s crew, its own Damage Control systems are enhanced. In these instances, the vehicle’s Reinforced Armour Vehicle Trait counts against Righteous Fury rolls and all Tests to put out fires gain a +20 bonus.
Отредактировано 13.04.2016 в 15:19
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DungeonMaster Ranadan
11.04.2016 15:17
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Hydra

The Hydra Flak Tank is a self-propelled anti-aircraft vehicle based on the Chimera chassis used by the Imperial Guard to protect its armoured vehicles and infantry formations from attack by the air, it is armed with four long-barreled flak autocannons mounted on a rotating turret that can track its targets automatically. The Hydra is primarily used as an anti-aircraft weapon, although its barrels can be lowered towards the ground to engage enemy infantry and even light vehicles. The vehicle also has advanced targeting systems on board to track enemy aircraft and identify between friend or foe.

Type: Tracked Vehicle Tactical Speed: 10 m
Cruising Speed: 35 kph Manoeuvrability: +10
Structural Integrity: 30 Size: Massive
Armour: Front 30, Side 28, Rear 18
Vehicle Traits: Open-topped, Enhanced Motive Systems, Reinforced Armour, Tracked Vehicle
Crew: 1 Commander (main gun), 1 Driver, 1 Gunner (Hull Weapon), 1 Loader, 1 Vox-Operator
Carrying Capacity: None

Weapons

Two Turret Mounted (360 Degree Traverse) Twin-linked Hydra Autocannons; Hull Mounted Heavy Bolter
Hydra Autocannon 300m S/3/– 3d10+8 I Pen 6 Clip 20 Rld 2 Full Ogryn-Proof, Reliable, Twin-linked
Heavy Bolter 150m –/–/6 1d10+8 X Pen 5 Clip 60 Rld Full Tearing
Heavy Flamer 30m S/–/– 1d10+5 E Pen 4 Clip 10 Rld 2 Full Flame, Spray
Options

May replace it's heavy bolter with a heavy flamer.

Special Rules

Searchlight, Smoke Launchers, Camo Netting

Боезапас основного орудия - 600 снарядов.
Боезапас вторичных орудий - 300 зарядов.
Отредактировано 14.04.2016 в 14:58
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