Apocalypse Datasheet: Command Chimera & Squad - Warhammer 40K Fantasy
 

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  1. #1
    Armored Cav Addict Zeewulf's Avatar
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    Apocalypse Datasheet: Command Chimera & Squad

    Well, I was doing some thinking, and I decided "Hey! I've got this great idea! What if there was a command and control vehicle, that required a player to maintain a vox network in order to utilize its special rules?"

    So, I came up with it.

    Here we go...

    Colonel Krandall's Mobile Command

    Unit Cost: 350 pts

    Consists of the following:

    • C3 Chimera
    • Colonel Krandall's Command Squad

    Command Chimera
    Standard Chimera stats, except, BS4

    Weapons:
    Turret Autocannon
    Hull Heavy Bolter

    Equipment:
    Standard Chimera Equipment, plus, Extra Armor

    Transport Capacity: 5
    Special Rules
    Standard Chimera special rules, plus the following


    Command And Control Vox Network
    Colonel Krandall's chimera is outfitted with an extensive and powerful battlefield control system, allowing the Colonel to maintain command over the most widely dispersed troops. As long as the Vox network is maintained, the system can re-transmit orders via any linked in voxes.

    While the Colonel is aboard, orders from the the Colonel can be given to any of the player's eligible units, as long as there are voxes and/or chimeras forming a chain to the unit, no more than 6" from one to the next.

    Armored Cav
    While the Colonel is aboard, all Guard Tanks and Walkers within 12" may treat all Crew Stunned results as Crew Shaken.

    Colonel Krandall's Command Squad

    Colonel Krandall
    WS BS S T W I A LD SV
    4 4 3(5) 3 3 3 3 10 4+(5+)


    Wargear
    Sword of Righteous Truth (Power Weapon, +2 S)
    Plasma Pistol
    Refractor Field
    Frag Grenades
    Krak Grenades
    Carapace Armor


    Special Rules
    Senior Officer (IG Codex Rule)
    Independent Character

    Special Order:
    Make it go away.
    Once per game, may issue this order to any tank or artillery unit inside of the Vox Network. That unit may fire twice that turn. That unit may not fire or move during the next turn.

    Colonel Krandall's Squad
    The Colonel's squad consists of the Sergeant Barker on the Vox, Sergeants Cleary Carrying the Meltagun, Sergeant Major Troy carrying the Battalion Colors (Regimental Colors), and Staff Sergeant Heller, the Medic. Each use a Veteran's stats, carry CCWs, Krak and Frag grenades and wear Carapace Armor.


    Any thoughts?

    Last edited by Zeewulf; May 26th, 2009 at 05:21.
    "Speed is life! You go slow, you die!"
    -Sgt. Unther, Mechwarrior 2: Mercenaries

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  3. #2
    jy2
    jy2 is offline
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    Looks pretty good. Can we add regimental advisors? And why the transport capacity limitation for the chimera?

    Just curious, how did you breakdown the cost of 350 for this formation?

  4. #3
    Armored Cav Addict Zeewulf's Avatar
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    Hrm. I was actually thinking of tacking on the ability to act as an Astropath and Fleet Officer onto the chimera, as long as the colonel was on board. I'm not sure, though......

    As for the points breakdown....

    Standard Chimera cost, plus:
    Autocannon (15)
    Extra Armor
    Improved Comms (25, instead of the old 20)
    Equals 110 points. (Adding the astropath/fleet officer abilities would tack another 40-60 points onto it, I think)

    Transport capacity was reduced to represent all the extra command and control equipment filling up the transport, to add further cost to the Vox Network rule.

    The Colonel's squad was built first like a standard HQ squad:
    (Command Squad Cost)
    Power Weapon (20- power weapon cost plus points to represent additional strength)
    Plasma Pistol

    Squad Members
    Meltagun
    Medic
    Standard
    Vox
    Carapace

    Equals a squad cost of 170 pts...

    And then I threw on 70 points for the special rules and the extra leadership....though if I add anything else, the total unit cost WILL go to 400.
    "Speed is life! You go slow, you die!"
    -Sgt. Unther, Mechwarrior 2: Mercenaries

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