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  1. #1
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    Decent tank-rules?

    Here's an idea for a tank i'm planning to build. It is based on an entierly new chassis, and used as an assault-tank. I haven't figured a name out for it yet. NOr have i any idea of what the points-cost might add up to. Anyway, here's the deal:

    Armour F11 S10 R10

    weapons: spikes (see special rules below)

    Options: The tank may be fitted with smoke launchers at a cost of 15 pts.

    Special rules: Rocket Boosters: the tank may ONCE during the game move 18"

    Spikes: The tank's most lethal weapons are the spikes fitted all over its hull. The weapon is used by tank shocking an enemy squad. Unless any of the members in the squad is fearless, ALL the members of the squad must chose the death or glory alternative.

    Any models that deals a penetrating hit to the tank in hth combat, will be wounded itself on a d6roll of 4+ (it is hit by one of those sharp spikes)


    Sounds good?


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    Hmm sounds pretty cool but what about some long-range weapons, seem kinda usless for a tank to have no kind of weapon but spikes. But otherwise i think the tank idea is great!

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    Why do smoke launchers cost 15 points? It normally costs 3.
    I think you should at least add an autocannon.

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    Tank shock vehicle

    Sounds ok, as long as you use the WYSIWYG rule. It will have to be a light tank or have really big rockets to move it 18". Sounds kinda like an Ork vehicle.
    "Every day above ground is a good day"

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    If u make da tank only hav spikes u could use it for runnin down terrain or sumthin and maybe have it allways move 18" cuz of it havin no guns, light armour and rokect bosters

    Yeah anywayz cool idea

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    hmm yeah but that autocannon-deal would boost the points-cost a LOT! my idea is to use it as a counter-attack vehicle to support my ogryns' chimera. i think they'd make quite a team, pewrhaps along with a hellhound!

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    Maybe you should at least add 2 heavy flamers, if it's going to be really close to the enemy.

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    what about difficult terrian and the rockets, if you hit a hill its not gonna go airbourne is it? although a deep-striking tank, landing on top of a command squad would be really funny

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    Re: Decent tank-rules?


    weapons: spikes (see special rules below)
    As said above, you might want to add some ranged weaponry. I recommend shoving a storm bolter or two on.


    Options: The tank may be fitted with smoke launchers at a cost of 15 pts.
    Check the price in the codex and adjust accordingly, unless there are some special rules you've missed off.


    Special rules: Rocket Boosters: the tank may ONCE during the game move 18"
    Do you think anybody is going to take a purely close-combat vehicle that can normally only move 12"? Make it Fast so it can move 24" and change these rules to be similar to those of Orky turbo boostas. That is to say, an extra D6" once per game.


    Spikes: The tank's most lethal weapons are the spikes fitted all over its hull. The weapon is used by tank shocking an enemy squad. Unless any of the members in the squad is fearless, ALL the members of the squad must chose the death or glory alternative.
    Have to? That strikes me as unfair. Perhaps it would be fair if they had a higher chance of damaging it, so it is not all advantageous to you.


    Any models that deals a penetrating hit to the tank in hth combat, will be wounded itself on a d6roll of 4+ (it is hit by one of those sharp spikes)
    Use another Orky rule (can't be bothered to check which one this time). Change it to everytime they miss they take a Str 3 (or whatever) hit. This represents the differing levels of skill. Someone who has a poor WS is less likely to dodge around the spikes and will get impaled more often.


    Sounds good?
    It's a good idea but there are several flaws with rules but I have suggested my adjustments to those above.

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    Re: Decent tank-rules?

    Berguv, I have a qeustion, did you make these rules up yourself, the boosters and spikes, or are they in the Vehicle Design Rules that you can find in Chapter Approved?

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