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Old April 25th, 2006, 01:05   #9 (permalink)
Lordofchange
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Ok then, i was looking through the list and suddenly realised that I haven't included vehicle upgrades. This is where i entered a conundrum - the covenant are imitative, not innovative (making them, for once, unlike the tau) so vehicle upgrades would be rather tricky - but I'm sure even the dumbest of covenant engineers would know that if you added more armour the tank wouldn't die as easily, etc. Anyway, below are some covenant vehicle upgrades - I'd like some feedback on them, as the list is ready to come together as a proper PDF soon. Anyone willing to playtest the list will be greatly rewarded (repmobile!) and I need some feedback - I'd rather this not die, what with all the work I've put into it. Anyone wishing to join the design team please drop me a line, and anyone with any opinions should post them and I'll take them into account. Anyway, upgrades:

Extra Ceramic - 25pts: On occasion, covenant vehicles are bulked up with extra armoured ceramic to prepare for siege actions, or simply to protect from small-arms fire. While this is effective, it is often at the cost of speed due to the extra weight and overbalancing the plates cause. Any vehicle with extra ceramic gains +1 armour value to all of it's facings, but loses the ability to boost.

Plasma Bomb - 15pts: The vehicle is equipped with a failsafe system connected directly to it's powerful plasma reactors, and when times are dire, this can be detonated, killing anything that would threaten the vehicle. During the covenant shooting phase, or when the vehicle is destroyed, the covenant player may choose to detonate the reactors of the vehicle. The vehicle is automatically destroyed, and any enemy unit with a model within D6" inches of the exploding vehicle takes D6 hits with a strength equal to the exploding model's front armour value. Armour saves are allowed as normal, and any vehicle hit in this manner may only be glanced. Note that this overrides all other methods of explosion, i.e. a "vehicle annihilated" result on the ordnance table.

Pintle-mounted plasma rifle - 10pts: The vehicle may be equipped with a single pintle plasma rifle in addition to it's other weapons. Normal firing restrictions apply.

Blades - 5pts: In order to assist during tank shock, covenant vehicles often mount sharp blades on the front of their vehicles - these are crude, but devastating. Any enemy unit failing their leadership test from tank shock from a vehicle with Blades takes D6 strength 5 hits, normal saves apply.

Plasma Charge - 25pts: On occasion, Covenant have known to overcharge their vehicle's plasma drives and then vent the energy into the weapon, creating an immensely powerful blast which can kill nearly anything it is directed at. Any covenant vehicle may apply overcharged plasma to ONE of it's plasma weapons at the beginning of the game - this includes any weapon with the word "plasma" in their name, but nothing else. This weapon, at the cost of all other weapon systems on the vehicle, may fire with +1 S(to a maximum of 1 and the "blast" characteristic. Weapons that already fire with a blast may use the ordnance template instead. If fired in this manner, the vehicle may not move or use any other weapons that turn. Also, if a 1 is rolled to hit, the weapon suffers a catastrophic overheat and may not fire for D6 turns.
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http://www.librarium-online.com/foru...s-version.html
-My covenant army list

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Originally Posted by Bertrand Russel
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