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Imperial Centaur Utility Vehicle The Centaur is a small utility vehivle and towing tractor, used to move guns,

ammunition and men about the battleeld. It is not a frontline combat vehicle altough it does have limited armour protection. It is most commonly used as a gun tow. As well as pulling a gun, it also carries its crew and a small store ammunition.

Type: Tracked Defence: 17 Flat-footed Defence: 13 Hardness: 20 Hit Dice: 5d10 (50 hp) Initiative Modier: +4 Drivers Class Bonus: +5 Drivers Dex Modier: +4 Gunners Attack Bonus: +4

Size: Huge (-2 size) Top Speed (pc-scale): 460 ft. (92 sq.) Top Speed (wm-scale): 450 ft. (9 sq.) Length: 15 feet Weight: 5 tons Crew: 2 (expert +8) Passenger Capacity: 2 Cargo Capacity: 200 lb Base Purchase DC: 32

Attack: Heavy stubber +5 ranged (2d12/DRP 1/auto). Centaur Design Specs: Armour: Ceramite Weapon Sights: Scope (x1.5 max range), Laser-Sight +1. Weapons: One scoped/lasersighted heavy stubber (range increment 180ft/150ft or 36 squares/3 squares).

Assault Centaur The Grenadier Centaur Light Assault Carrier is one of many Centaur variants, designed to manoeuvre and deploy small squads of Grenadiers to exploit weaknesses in the enemy line. It has some increased armour and armament to offer a little more protection and defence to the soldiers it is carrying. It also has its ammo storage compartment replaced by passenger benches.

Type: Tracked Defence: 17 Flat-footed Defence: 13 Hardness: 24 Hit Dice: 5d10 (55 hp) Initiative Modier: +4 Drivers Class Bonus: +5 Drivers Dex Modier: +4 Gunners Attack Bonus: +4

Size: Huge (-2 size) Top Speed (pc-scale): 460 ft. (92 sq.) Top Speed (wm-scale): 450 ft. (9 sq.) Length: 15 feet Weight: 5 tons Crew: 2 (expert +8) Passenger Capacity: 4 Cargo Capacity: 200 lb Base Purchase DC: 35

Attack A: Heavy stubber +5 ranged (2d12/DRP 1/auto). Attack B: Autocannon +5 ranged (3d20/DRP 3/auto), can only be used by a passenger. Centaur Design Specs: Armour: Ceramite Weapon Sights: Scope (x1.5 max range), Laser-Sight +1. Weapons: One scoped/lasersighted heavy stubber (range increment 180ft/150ft or 36 squares/3 squares), one scoped/lasersighted autocannon (range increment 180ft/150ft or 36 squares/3 squares).

Gordon Super-heavy Assault Transport The Gorgon is a huge, heavily armoured transport vehicle used tocarry large number of assault troops into the enemy front lines, before disgorging them directly into the enemy positions. A Gorgon can carry a full platoon in its open hold, all be it invery cramped conditions. Troops inside a Gorgon are generally only required to make the short journey across no-mans land before disembarking directly into the enemys trenches. As the Gorgon reaches its target the ramp drops and the men charge out, weapons blazing, to overrun the enemy positions by sheer weight of numbers. The Gorgon is lightly armed, with heavy stubbers providing suppressing re as the infantry disembark. Some Gorgons are tted with additional sponsons to assist in this role, commonly these variants are equipped with heavy bolters or mortars to lob shells into enemy trenches as the Gorgon approaches. Despite its size, the Gorgon does not carry any larger weaponry. This is because its role is not to destroy the enemy, but to deliver an infantry platoon safely over a short distance, even in the face of the heaviest enemy re. As a specialist vehicle the Gorgon is only deployed for selected missions, such as attacking heavily fortied enemy defences, or delivering troops into a breach during a siege.

Type: Tracked Defense: 15 Flat-footed Defense: 11 Hardness: 38, front 42 Hit Dice: 22d10 (220 hp) Initiative Modier: +4 Drivers Class Bonus: +5 Drivers Dex Modier: +4 Gunners Attack Bonus: +4

Size: Gargantuan (-4 size) Top Speed (pc-scale): 240 ft. (48 sq.) Top Speed (wm-scale): 200 ft. (4 sq.) Length: 40 feet Weight: 300 tons Crew: 3 (expert +8) Passenger Capacity: 50 Cargo Capacity: 1300 lb Base Purchase DC: 50

Attack A: Twin heavy stubbers (90 degree arc from front-left) +5 ranged (4d12/DRP 1/hyper). Attack B: Twin heavy stubbers (90 degree arc from front-right)+5 ranged (4d12/DRP 1/hyper). Attack C: Side mounted Heavy Bolters (180 degree arc from left side) +0 ranged (2d12/x3/DRP 3/turbo) Attack D: Side mounted Heavy Bolters (180 degree arc from right side) +0 ranged (2d12/x3/DRP 3/turbo) Gordon Design Specs: Armour: Adamantium Weapon Sights: Scope (x1.5 max range), Laser-Sight +1. Weapons: Two scoped/lasersighted twin linked heavy stubbers (range increment 180ft/150ft or 36 squares/3 squares), four scoped/lasersighted heavy bolters (range 180ft/150ft or 36 squares/3 squares). Orks Looted vehicle. Orks often make use of abandoned or disabled vehicles once they have secured the battleeld. Orks can make use of pretty much any vehicle, although often most of the origenal features and functions of the vehicle are lost and replaced by more Orky things. For example, a crashed Imperial Land Speeder tted with tracks or wheels and some extra armour and weapons has often been sighted by Imperial commanders. Often, other larger vehicles such as the mighty Land Raider are turned into large Battlewagons. Since it is very hard to cathegorize these vehicles other than their pre-Orky state (Which often differs greatly from their Ork controlled state), they are just called looted vehicles. Because of this, it is very hard to create rules for them individually. Instead, this should give you a basic starting point, upon which you can build on.

General rules: - Ork modied vehicles often go alot faster than in their origenal state because Orks love speed and their mekboys usually add extra engines, etc. Increase their speed by what seems t to you. - Because Ork vehicles often go alot faster and are sometimes tted with force elds, you can increase their defence. - Orks often rig their vehicles with extra armour. But since looted vehicles are often ones that got destroyed in battle, their structures are weakened to begin with, so the total armour value doesnt really increase. To represent this, you can decrease the hardness of such a vehicle when it seems t. (Though I can immagine there would be situations where an imperial vehicle would not be detroyed before looting, so you could even increase the armour value a little if it seems t.) - Orks sometimes increase the size of a vehicle, or even combine several smaller vehicles into one very large one. You can thus increase the size category if it seems t. If it grows alot larger (When turned into a battlewagon for example) you can also consider increasing its hitpoints. - To man, load and maintain all the weapons, engines, etc. Ork vehicles often have a large crew of Boyz, and an even bigger crew of Grots. To represent this, add a crew of Boyz and Grots. - Since Ork dont really care for comfort, they hang on to whatever space available. To represent this, increase the Passenger Capacity alot. To give an idea, even the small Trukks only half the size of a Chimera have been seen carrying 10 large Ork Nobz in heavy armour the size of Terminators! - Because Orks love guns, and because sometimes the origenal ones dont work anymore, they often add alot of their own to the vehicles they loot. You can thus change or add weapons to the looted ones. But because Orks also have an idea of a main weapon and an extra toy, its rare to see more than one really big weapon such as a Kannon or Zzzap! gun on a vehicle. Smaller weapons like Rokkit Launchas, Skorchas are more common, but the weapon most seen is the Big Shoota.

Here are two example of what looted vehicles may have become: Looted Leman Russ Imagine this Leman Russ was destroyed by a sneaky Ork Kommando with a grenade from the rear blowing up its engine and setting the machine on re. The Orks have tted a new, larger engine because it was blown up, replaced some of the front side so an Ork Boy can sit in the drivers seat, and replaced some weapons, but not the large battle cannon since it already was pretty big! Type: Tracked Defense: 17 Flat-footed Defense: 11 Hardness: 29 Hit Dice: 12d10 (120 hp) Initiative Modier: +4 Drivers Class Bonus: +5 Drivers Dex Modier: +4 Gunners Attack Bonus: +4 Size: Gargantuan (-4 size) Top Speed (pc-scale): 460 ft. (92 sq.) Top Speed (wm-scale): 450 ft. (9 sq.) Length: 27 feet Weight: 65 tons Crew: 8 (expert +8) Passenger Capacity: 10 Cargo Capacity: 685 lb Base Purchase DC: X

Attack A: Demolisher Cannon (360 degree ring arc) +5 ranged (3d100/DRP 5/10ft radius blast*) Attack B: Battery of 2 big shootas (45 degree arc from front) +7 ranged (2d12/19-20/DRP 2/turbo) Attack C: Ork rokkit launcha (Left side 180 degree ring arc) (3d20/DRP 4). Attack D: Skorcha (Right side 180 degree ring arc) (3d8/DRP3) *This attack strikes all units in a typical warmachine scale 50x50 square if it holds more than one unit. Looted Leman Russ Design Specs: Armour: Adamantium / Ceramite / Steel Weapons: Big Shoota Battery (range increment 120ft/100ft or 24 squares/2 squares), one demolisher cannon (range increment 120ft/10ft or 300 squares/30 squares), Ork rokkit launcha (range increment 180ft/150ft or 36 squares/3 squares), Skorcha (range increment 30 ft cone). Looted Eldar Falcon Grav Tank Imagine this Falcon has crashed because its anti grav engines had been destroyed. The Orks like the look and noise of the large jet engines, so they looted it. But since thye have no clue how those anti gravity things work, they tted it with wheels. Though the holo eld had failed during combat, an ork Mek managed to patch it up again. Eldar guns are way too quiet and sophisticated for Orks, so they replaced them with some of their own. All in all, this makes for a deadly, super fast, hard to hit machine! Type: Wheeled Defense: 15 (+10 force eld*) Flat-footed Defense: 12 (+10 force eld*) Hardness: 20 Hit Dice: 6d10 (60 hp) Initiative Modier: +4 Drivers Class Bonus: +5 Drivers Dex Modier: -10 Size: Gargantuan (-4 size) Top Speed (pc-scale): 770 ft. (154 sq.) Top Speed (wm-scale): 750 ft. (15 sq.) Length: 28 feet Weight: 1.7 tons Crew: 4 (trained +8) Passenger Capacity: 12 Cargo Capacity: 350 lb

Gunners Attack Bonus: +4

Base Purchase DC: X

Attack A: Zzzap! gun +10 ranged (5d20/15-20/DRP 4/crit miss on 1-5) Attack B: Kustom Mega Blasta +4 ranged (3d12/19-20/DRP 3/Auto) Attack C: Battery of 2 big shootas (45 degree arc from front) +7 ranged (2d12/19-20/DRP 2/turbo) *The force shield prevents enemy re from hitting the vehicle. Its designed to stop fast travelling opjects such as bullets and missiles. Laser beams, plasma energy globes, etc. however travel too fast and dont have any mass to be absorbed by the shield, and therefor ignore it. Grenades and ames move too slow to be stopped by the shield. In close combat, the shield is also ignored. Looted Falcon Design Specs: Armour: Vanadium / Wraithbone / Steel Weapons: One Zzzap! gun (range increment 180ft/150ft or 36 squares/3 squares), one Kustom Mega Blasta (range increment 120ft/100ft or 24 squares/2 squares), Big Shoota Battery (range increment 120ft/100ft or 24 squares/2 squares).

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