d20 40k extra vehicles 1.0

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  • 8/22/2019 d20 40k Extra Vehicles 1.0

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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

    battlefield. It is not a frontline combat vehicle altough it does have limited armour protection. It is most com-

    monly used as a gun tow. As well as pulling a gun, it also carries its crew and a small store ammunition.

    Type: Tracked Size: Huge (-2 size)

    Defence: 17 Top Speed (pc-scale): 460 ft. (92 sq.)

    Flat-footed Defence: 13 Top Speed (wm-scale): 450 ft. (9 sq.)

    Hardness: 20 Length: 15 feet

    Hit Dice: 5d10 (50 hp) Weight: 5 tons

    Initiative Modifier: +4 Crew: 2 (expert +8)

    Drivers Class Bonus: +5 Passenger Capacity: 2

    Drivers Dex Modifier: +4 Cargo Capacity: 200 lb

    Gunners Attack Bonus: +4 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.

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    Type: Tracked Size: Huge (-2 size)

    Defence: 17 Top Speed (pc-scale): 460 ft. (92 sq.)

    Flat-footed Defence: 13 Top Speed (wm-scale): 450 ft. (9 sq.)

    Hardness: 24 Length: 15 feet

    Hit Dice: 5d10 (55 hp) Weight: 5 tonsInitiative Modifier: +4 Crew: 2 (expert +8)

    Drivers Class Bonus: +5 Passenger Capacity: 4

    Drivers Dex Modifier: +4 Cargo Capacity: 200 lb

    Gunners Attack Bonus: +4 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 Gor-

    gon 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 fire as the infantry disembark.

    Some Gorgons are fitted 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 fire.

    As a specialist vehicle the Gorgon is only deployed for selected missions, such as attacking heavily fortified

    enemy defences, or delivering troops into a breach during a siege.

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    Type: Tracked Size: Gargantuan (-4 size)

    Defense: 15 Top Speed (pc-scale): 240 ft. (48 sq.)

    Flat-footed Defense: 11 Top Speed (wm-scale): 200 ft. (4 sq.)

    Hardness: 38, front 42 Length: 40 feet

    Hit Dice: 22d10 (220 hp) Weight: 300 tons

    Initiative Modifier: +4 Crew: 3 (expert +8)Drivers Class Bonus: +5 Passenger Capacity: 50

    Drivers Dex Modifier: +4 Cargo Capacity: 1300 lb

    Gunners Attack Bonus: +4 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 battlefield.

    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 fitted

    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.

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    General rules:

    - Ork modified 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 fit to you.

    - Because Ork vehicles often go alot faster and are sometimes fitted with force fields, 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 fit. (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 fit.)

    - 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 fit. If it grows alot larger (When turned into a bat-

    tlewagon 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, in-

    crease 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.

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    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 fire.

    The Orks have fitted 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 Size: Gargantuan (-4 size)

    Defense: 17 Top Speed (pc-scale): 460 ft. (92 sq.)

    Flat-footed Defense: 11 Top Speed (wm-scale): 450 ft. (9 sq.)

    Hardness: 29 Length: 27 feet

    Hit Dice: 12d10 (120 hp) Weight: 65 tons

    Initiative Modifier: +4 Crew: 8 (expert +8)

    Drivers Class Bonus: +5 Passenger Capacity: 10

    Drivers Dex Modifier: +4 Cargo Capacity: 685 lb

    Gunners Attack Bonus: +4 Base Purchase DC: X

    Attack A: Demolisher Cannon (360 degree firing 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 firing arc) (3d20/DRP 4).

    Attack D: Skorcha (Right side 180 degree firing 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 can-

    non (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 fitted it with wheels. Though the holo field 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 Size: Gargantuan (-4 size)

    Defense: 15 (+10 force field*) Top Speed (pc-scale): 770 ft. (154 sq.)

    Flat-footed Defense: 12 (+10 force field*) Top Speed (wm-scale): 750 ft. (15 sq.)

    Hardness: 20 Length: 28 feet

    Hit Dice: 6d10 (60 hp) Weight: 1.7 tonsInitiative Modifier: +4 Crew: 4 (trained +8)

    Drivers Class Bonus: +5 Passenger Capacity: 12

    Drivers Dex Modifier: -10 Cargo Capacity: 350 lb

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    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 fire 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 flames 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 or24 squares/2 squares).